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Untitled - serinus.us
Psionics Unbound Cover: Drew Baker Art Director: Nelson Rodriguez Artists: Jason Cole, Anthony Grabski, Ryan E. Horvath, Unveiled Masters Developers: Steve Kenson, James Veronica Jones, Jeremy McHugh, Nery Mejicano III, Maliszewski and Jason Parent Jacob Elijah Walker. Unveiled Masters Contributors: Henry Lopez and Author: James Zwiers Derrel Weaver Developers: Henry Lopez, M. Sean Molley and James Legacy of Damnation Developers: Brian Schoner Zwiers (Author), Henry Lopez, M. Sean Molley, and James Zwiers Contributors: Matt Blank, Caleb Foth, Eric Gorman, M. Sean Molley, Zoe Mora, Chris Sanders, Philip Scott, Legacy of Damnation Contributors: Pedro C. and Derrel Weaver Barrenechea, Scott Charlton, Andrew Garbade, Andrew Hauptmann, Henry Lopez, Robert Maxwell, M. Sean Editors: Anna Maria León, Casey McGirt, Erik Robbins Molley, Michael Sitts, Derrel Weaver, Eric Wiener, and James Zwiers Layout: Ruben Smith-Zempel Ssethregore: In the Coils of the Serpent Empire Playtesters: Andrew Bartoa, Kevin Beerra, Mario Angel Author: Duane M. Choquette Guzmeli, Miami Psi-Monkeys Ssethregore: In the Coils of the Serpent Empire Special Thanks: Pedro Barrenechea, Jonathan Martin, Contributors: Rene Alfonso, David Lopez, and Henry Casey McGirt, and Erik Robbins Lopez Team Paradigm: Henry Lopez, Nelson Rodriguez, Eric Psionic System Reference Document Developers: Wiener, Matt Blank, Pedro Barrenechea, and M. Sean Bruce R. Cordell, David Noonan, Rich Baker, Mike Molley Donais, Andrew Finch, Ed Stark and Jonathan Tweet Except as otherwise identified, all portions of this book are © 2007 Paradigm Concepts, Inc. All rights reserved. The mention of, use of or reference to any company, trademark or product in this book is not a challenge to the trademark of copyright in question. Dungeon’s and Dragons® and Wizards of the Coast® are registered trademarks of Wizards of the Coast and are used with permision. The D20 System and D20 System Logo are registered trademarks of Wizards of the Coast and are used under the terms of the D20 System Trademark License Version 1.0. The D20 System Trademark License Version 1.0 can be found at: http://wizards.com/d20/files/d20stlv2.rtf. TABLE OF CONTENTS Table of Contents Introduction.....................................................3 Mental Training Regimes Living Arcanis Approved Materials...........................4 of the Holy Mother Church...............................80 Changes from the System Reference Document.........4 Brother of Shadow.............................................80 A Brief Introduction to Arcanis.........................4 Milandisian War Mind.......................................82 Chapter One: Rituals of the Mind...............................6 Psionic Inquisitor...............................................83 Val Family Psionics...............................................6 The Righteous Order Using the Val Families in Your Game..............6 of the Divine Shield........................................85 Rituals of Awakening......................................6 Tools of the Serpent Empire...............................86 Ssethregoran Psionics..........................................7 Issori Metamind................................................88 Psionics of the Silence.........................................8 Psychic-Storm..........................................88 Preternatural Psionics: Sansho Hunter...................................................89 A Marked Difference........................................8 Tools of the Silence............................................91 Psionics in the Holy Mother Entropomancer............................................93 Church of Coryan.................................................8 Keeper of Silent Lore........................................93 Other Sources of Psionics.....................................9 Warrior of the Silence........................................94 The Ancient Races..........................................9 Lore of the Voiceless Ones.....................................96 Within the Sealed Lands..................................9 Master of Flesh..................................................98 The Ul of Khitan..............................................9 Mind Eater.........................................................99 Dar Zhan Vor....................................................9 Skull Collector.................................................101 Chapter Two: Core Classes........................................10 Slayer in Silence..............................................102 Core Mechanics....................................................10 Thrallherd..................................................104 The Power Point Reserve...............................10 Vengeful One.................................................106 Abilities and Manifesters................................10 Chapter Five: Power Lists.......................................108 Random Starting Gold.....................................10 Chapter Six: Powers...............................................109 Servants of Man...................................................10 Psionic Powers Overview..................................120 Occisor..................................................11 Manifesting Powers.......................................120 Psion.....................................................15 Choosing a Power.........................................120 Psychic Warrior................................................18 Concentration........................................120 Rhi’zen.................................................20 Counter-Manifesting..............................120 Soulknife................................................22 Manifester Level...........................................121 Wilder..................................................25 Power Failure..............................................121 Servants of the Serpent Empire............................27 The Power’s Result........................................121 Swamp Lord of Pit Sseth.................................27 Special Power Effects....................................122 Servants of the Silence.........................................30 Psionics-Magic Transparency..................122 Mist Wanderer..............................................30 Combining and Stacking Effects................123 Chapter Three: Skills & Feats...................................33 Powers and Power Points....................................123 Skills...........................................................33 Adding Powers..............................................127 General Feats........................................................41 Using Stored Power Points............................128 Psionic Feats.........................................................45 Special Abilities................................................128 Psionic Item Creation Feats.................................51 Psionic Maladies................................................129 Metapsionic Feats................................................53 Power Descriptions............................................129 Entropic Feats....................................................55 Aiming a Power.............................................127 Chapter Four: Prestige Classes.................................57 Duration....................................................127 The Val Family Training Regimes.......................57 Saving Throw................................................128 val’Abebi Master of the First Gift..................57 Power Resistance..........................................128 val’Assante Order of the Solemn Vows...........58 Power Points...............................................129 val’Borda Adept of the Shadows......................60 Descriptive Text............................................129 val’Dellenov Shaper of the Flesh....................62 Powers....................................................130 val’Emman Dancer of the Flame........................64 Chapter Seven: Equipment.....................................201 val’Holryn Master of Mimicry.........................66 Mundane Equipment..................................201 val’Inares Traveler of the Spirit.........................67 Biotechnology Equipment............................201 val’Ishi Empathic Healer...............................68 Common Items..............................................201 val’Mehan Savant of the Impure Mind............71 Weapons and Armor.......................................202 val’Mordane Master of the Coil........................72 Psionic Items......................................................203 val’Ossan Gelumancer......................................74 Using Items..................................................203 val’Sheem Temptress of the Soul......................76 Saving Throws Against Psionic val’Tensen Aspect of the Hurricane............77 Item Powers.................................................204 val’Virdan Hunter of the Silence.................78 Damaging Psionic Items................................204 Repairing Items.........................................204 2 INTRODUCTION Charges and Multiple Uses............................204 Psionic Item Descriptions............................204 Creating Psionic Items................................204 Chapter Eight: Psionic Monsters..........................215 General Rules.....................................................217 Subtypes..............................................217 Psionic Powers................................................218 Psi-Like Abilities............................................218 Alignment-Based Spell-like Abilities........218 Reading Psionic Creature Entries.............219 Creatures..................................................219 Aboleth................................................219 Astral Construct............................................220 Blue....................................................224 Brain Mole...................................................225 Brood of Caneturec........................................225 Caller in Darkness.........................................225 Cerebrilith............................................227 Couatl..................................................228 Crysmal...............................................228 Enskoral...............................................229 Folugub................................................230 Gray Glutton................................................231 il’Huan................................................231 Intellect Devourer.........................................233 Kraael.................................................234 Neothelid..............................................235 Obnu-il................................................236 Phrenic Creature (Template).........................237 Phthisic................................................238 Psicrystal.............................................239 Puppeteer............................................240 Sansho.................................................241 Soul-Riven Wanderer....................................242 Ssanu...................................................243 Thought Eater................................................244 Thought Slayer..............................................245 Tle’raahn.............................................246 Udoroot...............................................247 Voiceless One...............................................248 Appendix I: Spells..................................................249 Index...........................................................253 Introduction Since the original conception of Arcanis there have been many types of magic used by the various races and cultures of Onara. With the advent of the Living Arcanis campaign, the Psionic rule set was adopted as one of these types of magic. This decision has shaped the campaign setting, and over time the setting has become reflected in the changes that the campaign staff have made to the psionics rule set that is used in Arcanis. As we near the finale of the first six-year storyarc, it is becoming more important to firmly codify the rules that the campaign operates under. Thus, I was handed the complex task of examining the campaign rules and determining where changes can be made to both clarify the rules, to simplify the rules, and to generally bring the disparate needs of the players, the campaign staff, and most importantly the story into a seamless whole. This book was originally conceived as a mere chunk of rules that Living Arcanis players could use in place of the material from the Core Psionics rules that were removed from the Living Arcanis campaign. However, as I was working on this book I came to realize what an excellent opportunity it was to not only introduce these replacement rules for players, but also what an excellent time it was to unveil some of the psionics that are used by the various empires in Arcanis that are not typically played by PCs. I also came to a realization towards the latter stages of writing the book that since we have discarded so much of the Core Psionics rules (and made small changes here and there in what remains), it would be simpler and easier for players to simply include all of the Core Psionics rules that are still used in Arcanis within this book as well. Thus, this book is the definitive guide to psionics in Arcanis. Everything you need to play a psionically active character in Living Arcanis, or indeed a home game set in Arcanis, is contained within these pages. It still amazes me, as I put the last touches on this book that I have been able to somehow fit all of the needed rules mechanics into one book, while including what I hope are tantalizing glimpses of some of the empires and areas of Arcanis that players rarely get to see. There are details of several long-lost races, and one race that is long extinct. I have also taken the core psionic monsters and developed places for them in Arcanis. I would, however, urge readers to keep in mind that this book is designed as a starting point, a stable platform upon which to play. This book is not designed as an addition to the core rules, but rather as a new set of core rules (albeit firmly based upon the original core rules). Finally, I would like to thank a few people, although there are countless others who also deserve mention that I am sure to forget. The entire crew at Paradigm Concepts is owed my thanks, ranging from Henry Lopez (who lets me play in his sandbox) to M. 3 INTRODUCTION ▪ Living Arcanis Sean Molley (who spent so much time editing adventures while I was working on this) to Pedro Barrenechea (who ran an invaluable playtest of the rules). I want to thank Zoe Mora for being the good friend he is, and for providing assistance. Lastly, I want to thank my partner, Jonathan Martin, for his support, encouragement and understanding throughout this project; the late nights will eventually stop, honest. To you, the reader, I wish the very best of gaming. Just remember: with choices come consequences. Some of the prestige classes from the Expanded Psionics Handbook have been changed, notably the Slayer prestige class (called the Sansho Hunter in this book). Many were renamed to suit Arcanis, and where they fit into the Arcanis world. The greatest changes will be evident amongst the powers. Many powers were removed, and many new powers were added. Existing powers have sometimes had augmentation options changed, removed, or added to create a more balanced effect. James Zwiers March 1, 2007 A Brief Introduction to Arcanis Living Arcanis Approved Materials This book, with a few notable exceptions (see below for more details), is available immediately for use by Living Arcanis characters. Recall, however, that a character must still meet all the requirements to make use of these materials. There are rarely additional requirements in Living Arcanis, however, at the start of each of the major sections that deals with classes, or prestige classes, there are notes specific to Living Arcanis on how to interpret some of the story requirements for the classes (for example, the Mist Wanderer class is restricted to members of the Mourners in Silence). There are five powers that are restricted in the Living Arcanis campaign that exist in this book: errant strike, psionic plane shift, quintessence, reality revision, and shred the planes. Some of these, such as psionic plane shift and reality revision are currently restricted, but may become available in the future when we make their magical counterparts (miracle, plane shift, and wish) available. There is one section of prestige classes, those under the Lore of the Voiceless Ones heading, which are unavailable to PCs because no player may have a Voiceless One as a PC in the Living Arcanis campaign. You may, however, still find them an intriguing read. Finally, this book is intended as a replacement for the Expanded Psionics Handbook, and as such the materials in this book supersede and override those in the aforementioned book. Refer to the campaign website, www.livingarcanis.com, for full and complete details on how to update your character, if required. Changes from the System Reference Document Although this book is written to draw heavily upon the Arcanis mythos and setting, it is easy to adapt these materials to your own game, regardless of the specific setting you are using. There are a number of races that are mentioned throughout this book, amongst the most notable are the Val Families and the Voiceless Ones. There are a number of nations that are mentioned, notable is the Coryani Empire and Milandir. Finally, there are references here and there to the various deities of Arcanis. The Val (Bloodlines, Bloodranks) The Val are a race of men who were chosen during ancient times by the gods (or their servants) to lead and shepherd mankind. To that end they were granted amazing powers, represented in game mechanics terms by the Bloodline of the Val (there are currently thirteen major bloodlines and uncounted minor bloodlines) and the Bloodrank. In many ways these are similar to spell-like or psi-like abilities, where the number of them and their strength is determined by a seventh ability score, the Bloodrank. It is the Val alone amongst humanity who have the necessary gifts to be able to use psionics. For specifics of the Val race, including bloodlines and associated powers, see the Player’s Guide to Arcanis. The Voiceless Ones The Voiceless Ones are ancient beings of power who use their minds, as they see fit, to control, corrupt and destroy the lesser creatures of the world. These ancient creatures are best used as the true schemers behind the scenes, as they are master manipulators. If you are not using Voiceless Ones in your game, then consider allowing any race of creatures who have a longer than normal lifespan, who also excel at manipulation and control to use any of the materials in this book that are normally limited to Voiceless Ones. Further details about the Voiceless Ones, beyond the information in this book, will be available in the Monsters of Arcanis book. While this book includes a vast majority of the rules from the Expanded Psionics Handbook, it does introduce several key changes. It would be too difficult, and space consuming, to provide a comprehensive list of changes; instead a partial list of changes and things The Coryani Empire to look for are included. Several feats, such as the Expanded Knowledge (Legions, Legionnaires) and Psicrystal Containment feats, are not present in this The Coryani Empire is similar in many ways book. These feats have replacements and were changed to the Roman Empire of antiquity. It has an Emperor, because they were major culprits when it came to a Senate and dozens of powerful Legions. The Legions imbalance in the existing rules. are the true hallmark of the Empire, and represents one 4 Living Arcanis ▪ INTRODUCTION of the greatest military forces of Arcanis. Classes that require the Legionnaire feat, or that are directly associated with the Legions could easily be associated with any suitable military or paramilitary organization in your own game. The Legions might instead represent the standing army of the nation that your characters are from. You can also change the Legionnaire feat to grant different weapon and armor proficiencies, and bonus equipment. The intent of that feat is to represent someone who is currently serving or has at one time served in the Legions of Coryan. See the Codex: Arcanis for further details about the Coryani Empire. The Kingdom of Milandir The Kingdom of Milandir, a close neighbor of Coryan, uses Knights and feudal soldiers to form its armies. Its war leaders are typically individuals of great renown and prowess, while its soldiery are mostly conscripted farmers. Any feudal based society, or society in which there are individual heroes and leaders of great renown is a suitable replacement in another game for the Kingdom of Milandir. See the Codex: Arcanis for further details about the Kingdom of Milandir. Ssethregore Ssethregore is the ancient, and terrible, Empire founded by Emperor Sseth after the fall of the yet more ancient empire that preceded it. The Empire is currently ruled by the Dark Naga usurpers, while it was once ruled by the still feared Ssanu, a race of serpent men from ancient times. You could replace the Ssethregoran Empire with any large, alien empire. It doesn’t need to subscribe to the same beliefs, or level of utter evil, that the Ssethregoran Empire of Arcanis does. See Ssethregore: In the Coils of the Serpent Empire for more details. The Mother Church of Coryan (Pantheon of Man) The Mother Church of Coryan represents the ‘official’ methods of worship in Arcanis, at least as far as anyone connected with the Empire of Coryan is concerned. The Patriarch of the church dictates church law, and it is enforced by the Inquisition. Any large religious structure can take the place of the Mother Church, while any type of religious Inquisition could replace the Inquisition of the Mother Church. Amongst the Pantheon of Man, Illiir is the ruler of the pantheon and is known as The Defender of Honor, the Bringer of Glory, the Light Everlasting, The Champion of Civilization, The Patron of Rulers, The Perfect Form, and the very sun itself as The Radiant Orb. Hurrian is the Defender of Man, the Champion of Honor, the General of the Gods, the Reluctant Warrior and is also known as the grim Storm Lord. He is the son of Illiir and the brother of Nier. Sarish is the binder of devils and demons, the Oath Maker, Master of the Arcane, He Who Strides the Planes, and the Blood God. He is one of the most mysterious of the gods, and his clergy deal largely with Infernals and their uses. See the Player’s Guide to Arcanis for complete details about the Pantheon of Man, including the domains associated with each god. The Ssethric Gods (Kassegore, Yig, Varn) The Pantheon of the Ssethric races is simpler in many ways than the Pantheon of Man. Kassegore is the creator and the destroyer, he is the great wyrm and the ruler of the Ssethric pantheon. However, he is also asleep and dreaming. Yig is reputed to be the creator of the Ssanu, the race of serpent men who rule Ssethregore. She is also a master of manipulation, and there are many theories surrounding her role in the pantheon. The Varn are a group of deities, four in all, who have usurped with traditional Ssethric deities, in conjunction with the temporal usurpation of their Dark Naga worshippers. The Silence Oblivion, Entropy, the Absence of All. With such words has the Silence been described. To some it is nothing more than a tale told by thewretched in the hopes of adding a bit of anxiety into the lives of the powerful. To others, it is the death-knell of all exiisetnce, foretold by diviners, prophets and madmen – a doom so horrific that it drove the Goddess Larissa insane. Some heretics claim that the Silence is no more than the void left by the gods, who either left Their creations to fend for themselves or have fled or died, leaving the accolades and prayers of the faithful unanswered and unheard. Still others cling to the hope that the Silence is not merely a cosmic force of nature, but a rational entity of god-like powers whose favor can be curried by terrible acts performed in Its name. The Silence is all that and more. The mystery of the Silence is one of the great unknowns in the Arcanis campaign and revealing Its exact nature is not possible at this time. What is known is that there are agencies, entities and whole species of beings who work in the name of the Silence or at least claim to do so. Is the Silence an actual intelligent individual of god-like proportions or merely a convenient blind used by some to dupe the gullible and fearful and rally the brave and the foolish? The answer must lie in the hands of each individual GM and the type of story they wish to tell. 5 RITUALS OF THE MIND ▪ Val Family Psionics Chapter One: Rituals of the Mind Muted screams rang forth from the shanty, echoing faintly from the surrounding hills. Yet, no help arrived for the beleaguered within, for these screams existed only in their minds. The observer, saddened by the terrible costs he must endure, could only watch as the helpless farmer and his family were devoured by the Voiceless One. The observer, knowing full well that the Voiceless One knew it had been observed, fled the horrific scene, and returned to his kind to make another mark on their map. Hopefully, this last sighting would let them at long last pinpoint the home of these creatures that preyed on anything and everything that lives. Arcanis has many flavors of magic, and psionics is the least well-known. Within the world of Arcanis there are at least three distinct, known sources of psionic power. Those sources are each addressed below with a description of their history and any pertinent rules that belong with that breed of psionics in specific. There is a fourth entry for the psionics that are used by the Holy Mother Church of Coryan. This entry is included not because their psionics are different than the Val family psionics, but rather because their outlook and training regimes are notably different. Finally, there is a small section about other rumored sources of psionic powers. 6 so. However, the leaders within each family keep a continuous watch over the younger members of the family, and any who show promise are led through a ritual of awakening. Each family has their own ritual, but the intent of the ritual is the same regardless of family; it awakens the latent spark within the Val’s mind and enables him or her to use psionic powers. It is also known, but not widely recognized, that it is possible for a Val to become awakened under duress without undergoing any specific ritual awakening or training. The various Val families each have a different attraction to certain disciplines and classes. The val’Virdan, for example, tend to produce more Psychic Warriors than they do Psions, while the val’Mehan family tends to train their members as telepaths more frequently than anything else. While any given family has these tendencies, they are merely that; they are not absolutes and there are exceptions to every rule. The only place where exceptions do not occur is when it comes to the elite training regimes of the families. The val’Virdan family will not train a non-val’Virdan as a Hunter of the Silence. The only exceptions to these rules are the val’Holryn who are granted an unusual benefit by the other families. A member of the val’Holryn family may choose to swear fealty to another family to accept their training, if his or her bloodline powers match those Val Family Psionics In the years that followed the punishment of the of the family to whom he has gone for training. Celestial Giants for their failure to shepherd the races of men, the gods chose certain men into which Using the Val Families in Your Game they infused the power of their Valinor. These men If you are not using the Val race itself, then consider were the progenitors of the Val race and were tasked using these rules to govern noble families, or a race with being guides to Mankind. They were warned of demi-humans imbued with psionic abilities. of the past failures of other guardians, and set onto their task. Rituals of Awakening Acastus val’Mehan squatted near the top Yolan val’Assante was cold. The floors of the family of a rocky, scree-covered hill watching as the First shrine to Illiir were stone, and it was snowing Emperor continued his battle with the Infernal Lord. outside on this cold Pallidus night. Tomorrow was He was tired and nearly drained of his powers; yet, the equinox, and the day that his father had prepared he knew there were a few more things he could do. him for. He wasn’t sure exactly what was going to Rising from his crouch, Acastus walked slowly down happen, but he knew the meditation techniques and the hill, keeping alert should there be any infernals had been taught how to focus the inner part of his who had broken through. Finally, reaching near mind. the battle lines he focused his mind and unleashed The ritual of awakening that the val’Assante a blast of energy against an encroaching band of family uses is always performed starting at dawn infernals, shredding their flesh with dozens of tiny on the Winter Equinox. Those young members knives formed from his will. Moments later, Acastus of the family who are being awakened spend the was dead as an infernal stove in his head with its night before in meditation and prayer in one of the fist. val’Assante family shrines to Illiir. The Val have the blood of divinities running Dawn slowly arose, creeping across the through their veins, and with this comes the ability to snow-laden hills and lakes of Annonica. Yolan use psionics. Of all of the races of men, they are the was tired and shivering, but he hadn’t slept, the sole individuals who are born with this ability. Not excitement and cold keeping him awake. His uncle, all Val are capable of wielding psionics, indeed many Iulus, arrived shortly thereafter with a white cotton lack the mental precision and flexibility needed to do Rituals of Awakening ▪ RITUALS OF THE MIND robe for Yolan to wear. He led Yolan deeper into the family buildings, until at last they stood before the door to Yolan’s grandfather’s study. Iulus looked down at his nephew, “Yolan, I must leave you now. I am not permitted to witness any further. I will see you when you have awakened.” The val’Assante awakening ceremony is a private affair. The only people present are the individual to be awakened and one of the most powerful psions of the family. The exact individual who does the awakening is always concealed from everyone within the family. This is because not all individuals who are chosen to be awakened are ready, or even able. When the ritual is attempted on those individuals, the failure typically results in the death of the individual being awakened. The anonymity of the psion who performs the awakening is essential to ensure peace amongst the family. Entering the study, Yolan looked upon the familiar room with its large chairs gathered in front of the fireplace. The walls were dark with bookcases, filled with old and new books, and the floor was a dark, polished wood. A thin smoke filled the room, wafting as Yolan moved into the room, closing the door behind him at a gesture from the robed and hooded figure seated in the one chair. Yolan, feeling oddly peaceful, moved forward to sit in the second chair. When he was finally seated, the robed figure spoke, her voice a sibilant whisper, “Yolan. Today we open your eyes to new things, and show your mind a new world. Are you prepared to undergo this journey, and do you understand the risks?” Yolan nodded, recalling the instructions and learning that his tutors have drilled him in for the past six months. The val’Assante, like many other Val families, use various incense to help relax and soothe the mind while they are performing the awakening ritual. The individual to be awakened is always given the choice themselves if they want to undergo the ritual; they are given a complete understanding of the involved risks. The robed figure motions for Yolan to come forward and he does, kneeling in front of her. She reaches forward with her hands, and holds his head. Nothing seems to happen, until Yolan cries out in pain, clutching at his head. She sits back in her chair, and watches as Yolan writhes on the floor in pain. Within Yolan’s mind images and figments flash. The pain is incredible, yet, eventually his training takes hold, and he calms his mind. As he does so, his eyes turn clear beneath their brine coating of tears. The robed figure stands, helping Yolan to his feet. Embracing him, she pulls back her hood, revealing his mother. She smiles, “Welcome to the family, Yolan. Come downstairs and join us. The others are waiting. The next stage of your training can wait until at least tomorrow.” The final stage of the ritual of awakening is extremely painful, as parts of the Val’s brain change under the released flood of psionic power. Those who cannot remember how to master the pain are crushed by this flood, and either die or lose their mind. A Val who is to be awakened must make a Wisdom check each round, or suffer 4 Intelligence damage (dying if his or her Intelligence reaches 0). The DC for this Wisdom check is 10 + one per class level (total class levels are used here; it is perfectly acceptable for this DC to be 10). The Val receives their Wisdom bonus plus their blood rank plus one if they have one or more ranks in Concentration. Once they have made one successful check, they have been awakened and the accruing damage stops. The Val now has clear eyes and the ability to have a power point reserve (and thus gains the bonus power points afforded to psionically active Val). The specific mechanics for awakening a Val are not used in Living Arcanis; it is assumed that PCs who wish to be awakened succeed at their Wisdom check before they perish. Ssethregoran Psionics In the eons before the coming of man, many empires rose and fell. One of those empires is the Empire of Yhassremore; an empire whose descendants still live on within the Ssethregoran Empire. The ancient empire of Yhassremore was powerful, and amongst its citizens were counted the most potent and knowledgeable sages of that age. Ss’kanth was bored; his agents had lied when they claimed these annoying creatures, barely the size of a hatchling, wielded fantastic powers. He had been observing them for the better part of eight hours, and nothing had happened. The creatures just sat there, yammering at each other in what he presumed was some inferior and ultimately flawed language. Eventually, growing hungry, Ss’kanth left in search of sustenance and entertainment. Ss’kanth returned several hours later, sated as only a Ssanu can be sated. Upon returning to his observations of the captured creatures, he noted something peculiar. A faint rippling glow was suffusing the prison where he was keeping the creatures. Perplexed, for this was a new phenomenon, he moved closer. Howling in pain, Ss’kanth reeled backwards, his mind confused and injured by a sudden pain. Historians cannot agree on the details, but one thing is certain. The Ssanu of Yhassremore exterminated the Sansho from the face of Onara, fearing their unusual mental powers. However, some Ssanu realized that if they could find the source of the Sansho’s power, that perhaps they could utilize it themselves. 7 RITUALS OF THE MIND ▪ Psionics of the Silence It came to pass that the Ssanu discovered the source of the power within the brains of the Sansho and successfully implanted that portion of the brain into their own. They further changed themselves such that their own brains now develop this gland on their own, enabling all Ssanu to study psionics if they desire to. 8 However, that is not true when manifesting preternatural psionic powers. Spell resistance does not protect as well against preternatural psionics. When determining the effects of spell resistance on a preternatural psionic effect, reduce the spell resistance by 10 before making the psionic penetration check. If the spell resistance is reduced to 0 then no penetration check is necessary; it is not Psionics of the Silence possible to reduce spell resistance below 0. Power The warm fluids coursed down his parched throat resistance affects preternatural psionics as normal. as he extracted the still-living brains of the foolish men who had settled here. He knew that someone Detection Methods was watching, and that was good. Those foolish Val Normal psionic effects and magical effects are had been trying to track him for months now, and he transparent for the purposes of detection spells, was allowing it. What fools to assume that he would such as detect magic. However, that is not true for be unaware. They were walking right into a trap a preternatural psionic powers. decade in the making. Preternatural powers and effects can only It was perfect; they would descend en masse be detected using the psionic power, detect psionics. to attack him, understanding at least that they could Similarly, when detect psionics is manifest as a not destroy him on their own. However, he would not preternatural power, it cannot detect magic effects, be alone as they thought; his brothers and sisters but it can detect normal psionic effects. waited patiently for him to finish his part, and spring the trap. There are many different servants of the Counterspell & Counter-Manifesting Silence, ranging from the Obnu-il to the Voiceless Normally, a psionic effect can be used to counter Ones. If any hierarchy exists within the Silence, it is another psionic effect of the same type or discipline not apparent to outsiders. What is known is that they (just like with spells). Similarly, dispel psionics can make use of a type of psionics that is vastly different be used to counter powers, just like dispel magic can from all others; this type of psionics is usually be (see Chapter VI for details of these additional rules). referred to by sages as preternatural psionics. Most Val will go out of their way to destroy Preternatural powers and effects can only be creatures they discover who are using preternatural countered by dispel psionics (regardless of source), psionics, as the use of such power is an absolute or other preternatural powers. Normal psionic powers indicator, in their view, that the individual using the or non-psionic effects cannot be used to counter a preternatural power. power is an agent of the Silence. The true goals of the Silence, and the extent of its plans are not known, but it is known that there Areas where Psionics and Magic Don’t Work are agents of the Silence amongst nearly every Dead magic areas, dead psionics areas, antimagic culture. What is known is that the Silence is not of shell, and null psionics field normally all prevent Onara, for its psionic powers do not stem from the both psionic powers and magical spells from same power source as all others do. functioning (as well as supernatural, spell-like and psi-like abilities). Preternatural Psionics: A Marked Difference Preternatural psionics continue to function The psionics that is used by the Silence is of a different as normal in dead magic and antimagic shell nature from the psionics that the Ssethregoran Empire areas. Dead psionics areas and null psionics field and the Val families use. Preternatural psionics, as both prevent their use as normal. A preternaturally the psionics of the Silence are called, do not follow manifest null psionics field blocks all psionic abilities the same rules as normal magic. This causes them to and effects but does not block magic spells and interact in different ways from normal psionics. effects. To explain the differences it is critical to look at four different facets, each detailed below. The clarifications and rules presented below are used Psionics in the Holy Mother Church of Coryan in Living Arcanis. Laen val’Holryn was nervous. Today was his final examination before he was granted entrance into the Power & Spell Resistance Normal psionics are equally resisted by power ranks of the Inquisition. The other four examinations resistance and spell resistance; that is, a creature over the past three years had been conducted by with spell resistance is also considered normally to relatively low-ranked inquisitors; this examination was being conducted by Inquisitor-General Aeneas have power resistance of an equal amount. val’Assante. Laen had heard of the man, but then Psionics in the Holy Mother Church of Coryan ▪ RITUALS OF THE MIND who hadn’t heard of the man who crushed King Noen’s soul shard, declaring him a heretic, at the end of the Battle of Solanos Mor? Still, he was nervous, for Aeneas val’Assante was not a man to be trifled with. Finally, he was granted admission into the inner chambers of the Inquisition Fortress, where Aeneas val’Assante was patiently waiting, wearing his resplendent suit of burnished plate mail, emblazoned with holy symbols of Sarish and Illiir. His gaze roamed over Laen as the young man entered the room and advanced to kneel before the Inquisitor-General. Several hours pass during which Aeneas questions the young man on matters of faith, honor, compassion, and truth. Eventually he rises and bids Laen to do the same, “Laen val’Holryn, you have completed your training, and are now accepted into the ranks of the Inquisition Legions. Rise and join your brother Legionnaires, but know that you have ties that bond you beyond those of brotherhood within the Legions. You are now a member of this Inquisition and are expected to uphold those virtues we espouse, and report to me on any matters that are worthy of the Inquisition’s attention.” There are two sides to the Inquisition. There is the public face that they present, led by Aeneas val’Assante. Aeneas is not only a highranked Inquisitor, but also the General of the Legio Lex Talionis, a Coryani legion which is attached to the Inquisition at the orders of Emperor Calcestus val’Assante. However, the Inquisition also has various members and servants scattered throughout the Legions of Coryan and beyond into other public organizations, such as the Shining Patrol of Altheria. Most of the psionics training that occurred within the Holy Mother Church of Coryan fell under their purview, as they make extensive use of psionics to root out heresy and other mistruths. However, there are now two other groups who also make use of psionics; the Brotherhood of Shadow, a cadre of assassins who are affiliated with the val’Borda family, and the Righteous Order of the Divine Shield, an ancient order of pilgrim-warriors that has only recent re-emerged due to the awakening of the order’s ancient mentagi. Individuals who are trained by the Mother Church are typically trained from birth. Most Val who dedicate their lives to service to the Mother Church in this manner are not awakened by their families, but simply grow into it through extended meditation and prayer within the sanctified halls of the Mother Church. Other Sources of Psionics Beyond the Val race, the Ssethregorans, and the Silence, there are other small sources of psionic power that are not widely known within the Coryani Empire and the surrounding area. Some small notes are presented below for the more significant of those groups. The Ancient Races It is known that several ancient races use psionics. Amongst these races are the Issori, who have long been eradicated by the Ssethregorans, and the Il’huan who were believed to be extinct. Lore, long-held to be the truth, spoke of wars committed by the Elorii under the command of their Ssethric masters. These wars eradicated thousands of creatures, including several races. Until recently, it was assumed that their extermination was complete. The return of the Il’huan at the Battle of Enpebyn is proof that the races once considered exterminated by the Elorii, may not be completely destroyed. Within the Sealed Lands The Brood of Caneturec within the Sealed Lands is known to be capable of using psionics. Scholars are mystified by this development; however, there are two radical schools of thought on this matter. One claims that the Caneturec must be a fallen Valinor who is still able to pass on some of his divine blessing to his followers; while the other camp claims that the Brood must be servants of the Silence. No evidence exists to back, or counter, either claim. The Ul of Khitan The far-flung lands of Khitan are home to many different people, but amongst them are the Ul. Like Val, the Ul are descended from Valinor and are capable of using psionics. It is presumed by scholars in Coryani and Altheria that the Khitani Ul must also use an awakening ritual of some sort. However, that has never been verified. To this day, the nature of the Ul remains something of a mystery to anyone who does not live within Khitan. Dar Zhan Vor Dar Zhan Vor is a land of mystery, into which all attempts to probe have met with disappearance, usually presumed to be death. It is reputed that psionics are used within Dar Zhan Vor. However, the veracity of this claim is only upheld by a few rare relics, and scholars cannot even agree that the items in question did originate within Dar Zhan Vor. 9 CORE CLASSES ▪ Core Mechanics Chapter Two: Core Classes How To Determine Bonus Power Points: Your key ability score grants you additional power points equal The following rules are relevant to both core classes to your key ability modifier x your manifester level x1/2. Table 2-1: Ability Modifiers and Bonus Power and the prestige classes presented in Chapter IV. Points shows these calculations for class levels 1st through 20th and key ability scores from 10 to 41. The Power Point Reserve Psionic characters fuel their abilities through a pool, or reserve, of power points. Your power point reserve Random Starting Gold is equal to your base power points gained from your Table 2-2: Random Starting Gold class, bonus power points from a high key ability Class Amount (Average) score (see Abilities and Manifesters, below), and any 4d4 x10 (100 gp) additional bonus power points from sources such as Mist Wanderer Occisor 5d4 x10 (125 gp) your character race and feat selections. Psion 3d4 x10 (75 gp) Psychic warrior 5d4 x10 (125 gp) Multiclass Psionic Characters If you have levels in more than one psionic class, you Rhi’zen 4d4 x10 (100 gp) combine your power points from each class to make Soulknife 5d4 x10 (125 gp) up your reserve. You can use these power points to Swamp Lord of Pit Sseth 4d4 x10 (100 gp) manifest powers from any psionic class you have. 4d4 x10 (100 gp) While you maintain a single reserve of power points Wilder Core Mechanics from your class, race, and feat selections, you are still limited by the manifester level you have achieved with Servants of Man Amongst the various nations of man, several different each power you know. types of psionic training exist. In Coryan, the Legio Anguis Reptatus has been fostering the development of Abilities and Manifesters a new type of psionic training, training that emphasizes The ability that your powers depend on—your key the use of shadows and deceit. In far-flung Mhyricia, ability score as a manifester—is related to what psionic the val’Sungha have perfected their own style of class (or classes) you have levels in: Intelligence training, the psionic duelists, the Rhi’zen. (mist wanderer, psion, swamp lord), Wisdom (psychic In Living Arcanis, Val PCs may undertake training in warrior, rhi’zen), and Charisma (wilder). The modifier the Occisor class, although this does require current for this ability is referred to as your key ability modifier. or past membership in the Legio Anguis Reptatus and If your character’s key ability score is 9 or lower, you the allegiance to Coryan that entails. Val PCs may be can’t manifest powers from that psionic class. trained by the val’Sungha in the Rhi’zen technique, Just as a high Intelligence score grants bonus although Val PCs who are not val’Sungha must swear spells to a wizard and a high Wisdom score grants allegiance to the val’Sungha, forsaking their own bonus spells to a cleric, a character who manifests family in the process. powers (mist wanderers, psions, psychic warriors, rhi’zens, swamp lords, and wilders) gains bonus power points according to his key ability score. Refer to Table 2-1: Ability Modifiers and Bonus Power Points. Table 2-1: Ability Modifiers and Bonus Power Points Ability ———————–—————–——— Bonus Power Points (by Class Level) ——–––——————–————— Score 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 10–11 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 12–13 0 1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 14–15 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 16–17 1 3 4 6 7 9 10 12 13 15 16 18 19 21 22 24 25 27 28 18–19 2 4 6 8 10 12 14 16 18 20 22 24 26 28 30 32 34 36 38 20–21 2 5 7 10 12 15 17 20 22 25 27 30 32 35 37 40 42 45 47 22–23 3 6 9 12 15 18 21 24 27 30 33 36 39 42 45 48 51 54 57 24–25 3 7 10 14 17 21 24 28 31 35 38 42 45 49 52 56 59 63 66 26–27 4 8 12 16 20 24 28 32 36 40 44 48 52 56 60 64 68 72 76 28–29 4 9 13 18 22 27 31 36 40 45 49 54 58 63 67 72 76 81 85 30–31 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 32–33 5 11 16 22 27 33 38 44 49 55 60 66 71 77 82 88 93 99 104 34–35 6 12 18 24 30 36 42 48 54 60 66 72 78 84 90 96 102 108 114 36–37 6 13 19 26 32 39 45 52 58 65 71 78 84 91 97 104 110 117 123 38–39 7 14 21 28 35 42 49 56 63 70 77 84 91 98 105 112 119 126 133 40–41 7 15 22 30 37 45 52 60 67 75 82 90 97 105 112 120 127 135 142 10 20th 0 10 20 30 40 50 60 70 80 90 100 110 120 130 140 150 Occisor ▪ CORE CLASSES Occisor The Legio Anguis Reptatus have always been somewhat different than other legions. While other legions may march in formation, parade, and generally appear as a legion should, the Legio Anguis Reptatus do none of that. When they do take to the field it is as a motley band of misfits; yet, for their lack of normal discipline and prowess, they are rightfully feared. Within their ranks are powerful mages and psions. However, it is not what is to be seen within their ranks that should be feared. It is what cannot be seen. It is the Occisor of the Legio Anguis Reptatus that one should fear when facing them. ~ Goerhald Faerwalden, Knight-Captain of Antweld, Milandir The Occisor of the Legio Anguis Reptatus are experts at stealth. While they have before been used to take out enemy commanders, more often their task is to gather information and perform reconnaissance in areas of high risk. The Legio Anguis Reptatus, or the Legion of the Creeping Asp, is well known for their unorthodox and downright unscrupulous activities. However, that is merely the methods that they allow others to see. The activities that they do not want public are typically performed by the Occisor and include infiltration of other Legions, infiltration and espionage within other countries, and similar activities. However, the abilities of the Occisor do not come without a cost, for over time they sacrifice more and more of themselves to their art, until eventually they become the shadows that they hide within. Table 2-3: The Occisor Class Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Ref Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Rumors persist outside the Legio that the Occisor are trained by a renegade member of the val’Borda family; although if there is any truth behind that claim, it is unproven. The val’Borda family has remained suspiciously silent on the matter, although that may indicate they are merely investigating the rumors as well. Abilities: The key abilities for an Occisor are Dexterity and Strength, as their stealth and combat skills rely on those abilities. Constitution and Intelligence are also useful to the Occisor. Multiclassing: Occisors may freely multiclass; however, many Occisors enter the Centurion prestige class (see the Player’s Guide to Arcanis). Class Requirements Race: Must be a psionically active Val. Alignment: Must be non-Good Special: Must be a member of the Legio Anguis Reptatus. Hit Die: d6 Class Skills The Occisor’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Local) (Int), Knowledge (Psionics) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Tumble (Dex), and Use Psionic Device (Cha). Skill Points at 1st level: (6 + Int) x 4 Skill Points at Each Additional Level: 6 + Int Special Shadow Blade, Legionnaire, Wild Talent — Sneak Attack +1d6, Eyes of Darkness (30 ft.) Shadow Blade (+1), Evasion Free Draw, Shadow Sculpting Shadow’s Loving Embrace (I) Sneak Attack +3d6, Uncanny Dodge (Dex to AC) Shadow Blade (+2) Hide in Plain Sight Eyes of Darkness (magical) Sneak Attack +5d6, Shadow Jump (100 ft.) Shadow Blade (+3), Rapid Shadow Sculpting Shadow’s Loving Embrace (II), Shadow Jump (200 ft.) — Sneak Attack +7d6, Shadow Jump (300 ft.) Shadow Blade (+4) Shadow Jump (400 ft.) Tendrils of the Night Sneak Attack +9d6, Shadow Jump (500 ft.) Into the Dark, Shadow Blade (+5), Shadow’s Loving Embrace (III) 11 CORE CLASSES ▪ Occisor Class Features Wild Talent (Ex): At 1st level, the Occisor gains the Wild Talent feat as a bonus feat. This feat provides the Occisor with the psionic power needed to materialize his shadow blade (although he still gains all the benefits of the feat, including the ability to hold a psionic focus). Weapon and Armor Proficiency: The Occisor is proficient with all simple weapons and the following additional weapons: longbow, scimitar and shortbow. The Occisor is proficient with light armor and shields (including tower shields). The Occisor is also proficient with the Gladius, Pila (Light and Heavy) and with Lorica Segmentata. The Occisor is fully proficient Sneak Attack (Ex): If an Occisor can catch an opponent with the Gladius and Lorica Segmentata, including the when he is unable to defend himself effectively from portions of those items that require exotic proficiency. her attack, she can strike a vital spot for extra damage. The Occisor’s attack deals extra damage any Shadow Blade (Su): The trademark of the Occisor is time her target would be denied a Dexterity bonus the midnight-black gladii that they wield. As a move to Armor Class (whether the target actually has a action, the Occisor may fashion a semi-solid blade of Dexterity bonus or not), or when the Occisor flanks solid shadow and psychic energy. To do so requires her target. This extra damage begins at +1d6 at 3rd a patch of shadow of sufficient size to hide his hand level, increasing by +2d6 for each four Occisor levels within while drawing forth the blade (suitable patches thereafter (reaching a maximum of +9d6 at 19th level). include those cast by the Occisor’s cloak). Once the Should the Occisor score a critical hit with a sneak blade is summoned it remains, regardless of subsequent attack, this extra damage is not multiplied. Unlike the rogue ability of the same name, changes in lighting. The shadow blade is identical in all respects an Occisor’s sneak attack may not be to make ranged to a gladius of appropriate size for the Occisor, with sneak attacks, or sneak attacks that deal non-lethal the exception that it is crafted from solid shadow and damage. Should the Occisor take levels in a class that psychic energy. If the Occisor changes size while grants sneak attack that allows ranged sneak attack or his shadow blade is manifest, then his shadow blade the ability to deliver non-lethal damage with sneak also resizes to match. A shadow blade is considered attacks, then she may apply those abilities to her a normal weapon for the purposes of feats and other Occisor sneak attack (effectively allowing the two abilities. An Occisor gains the usual benefit to attack sneak attack abilities to stack). An Occisor can only sneak attack a living and damage rolls from a high Strength score. Powers or spells that upgrade weapons can be used on a shadow creature with a discernable anatomy – constructs, incorporeal creatures, oozes, plants, and undead lack blade. The shadow blade can be broken (it has vital areas to attack. Any creature that is immune to hardness 10 and 10 hit points), however, the Occisor critical hits is not vulnerable to sneak attacks. The can reform the blade as a move-action. The moment Occisor must be able to see the target well enough to that a shadow blade leaves the Occisor’s grasp it pick out a vital spot and must be able to reach such a instantly is returned to shadow, and becomes nothing. spot. An Occisor cannot sneak attack while striking a A shadow blade is considered to be magical for the creature with concealment or striking the limbs of a creature whose vitals are beyond reach. purpose of bypassing damage reduction. An Occisor’s shadow blade improves as the Occisor attains higher levels. At 4th level and every four Eyes of Darkness (Su): At 3rd level, the Occisor is levels thereafter, the shadow blade gains a cumulative sufficiently attuned to shadows that they can no longer +1 enhancement bonus on attack and damage rolls (+2 conceal secrets. The Occisor gains darkvision with at 8th level, +3 at 12th level, +4 at 16th level and +5 at 30 foot range. Additionally, he retains the ability to distinguish color while in shadow. 20th level). At 10th level, the Occisor’s connection with Even in places where magic and psionic shadow has strengthened such that he can now see effects do not normally function (such as within an antimagic or null psionics field), an Occisor can through magical darkness effects and is no longer attempt to maintain his shadow blade by making a subject to their vision impairment. DC 20 Will save. On a successful save, the Occisor maintains his shadow blade for a number of rounds Evasion (Ex): At 4th level and higher, an Occisor can equal to his class level. On an unsuccessful save, the avoid even magical and unusual attacks with great shadow blade immediately dissipates. As a move action agility. If she makes a successful Reflex saving throw on his next turn, the Occisor can attempt a new Will against an attack that normally deals half damage on a save to rematerialize the shadow blade (lasting for a successful save, she instead takes no damage. Evasion can be used only if the Occisor is wearing light armor, number of rounds equal to his class level). no armor, or Lorica Segmentata. A helpless Occisor Legionnaire (Ex): At 1st level, the Occisor gains does not gain the benefits of evasion. the Legionnaire feat as a bonus feat. They must be members of the Legio Anguis Reptatus, but otherwise Free Draw (Su): At 5th level, the Occisor may draw their shadow blade as a free action instead of a move receive the full benefits of the feat. action. The Occisor may still only make one such attempt per round. 12 Occisor ▪ CORE CLASSES Legionnaire Armaments Name Gladius 1 Pila, Heavy 1 2 Pila, Light 1 2 Cost 20 gp 5 gp 3 gp Damage 1d8 1d8 1d6 Legionnaire Weapons Critical Range Increment 19-20/x2 x2 10 ft. x2 20 ft. Weight 5 lb. 5 lb. 3 lb. 1 This weapon has special rules or abilities. See the weapon’s description for details. 2 This weapon inflicts double damage when a readied action is used to hit a charging opponent. Type P P P Gladius (Light, Martial / Exotic) Description: The gladius has a double-edged blade and a strengthened tip. The grip is made of wood, bone, or ivory, and is topped with a rounded pommel. The entire sword is roughly 2 ½ feet in length. History: The gladius is the standard weapon of the Coryani Legions. Though this weapon has been in service for well over a thousand years, it is still considered among the best on Onara. Special: Even though this weapon is considered light, Weapon Finesse may not be used with it. If the Exotic Weapon Proficiency (gladius) feat is taken, then a character may utilize the Power Attack feat with the gladius and may also use it as a slashing weapon. Pila, Heavy (Ranged, Martial) Description: This weapon is a slightly heavier version of the light pila. It has a shorter range, but does more damage. This weapon is commonly issued to the regular legions. Pila, Light (Ranged, Martial) Description: The pila are quite unique in design. Although a pilum can function as a spear or melee weapon, it is designed to warp after impact in hopes that it will drag down an enemy’s shield, sometimes pinning two of them together. The average pilum is 6 feet long and has a barbed iron shaft connected to a wooden pole in a weighted socket. A lead ball is usually added to further increase the throwing distance. History: This weapon was developed during the phalanx days of warfare to counter the all-too-commonly encountered shield wall. This weapon was designed as a means to open gaps in the shield walls of the enemy, and it is still used today, often issued to the Coryani auxiliārius. Special: As a ranged or melee attack, this weapon may be used to sunder a shield. To hit the shield, the attack must hit the item as described under the “Attack an Object” rules in Core Rulebook I. If the attempted sunder is a ranged attack, it does not provoke an attack of opportunity against the attacker unless the defender is able to reach the attacker with his weapon. On a successful hit, the pilum does double damage against the shield. If the damage overcomes the shield’s hardness, the pilum sticks into the shield, causing the bearer significant problems. Shields sundered in this manner suffer an additional –10 armor check penalty, lose one-half their protective (armor) value, and the bearer suffers an additional +20% arcane spell failure chance. Discarding a shield that has been sundered by a pilum is a move-equivalent action. The pilum is destroyed on any successful sunder attempt. The Improved Sunder feat does work in conjunction with this weapon. Shadow Sculpting (Su): At 5th level, the Occisor gains the ability to control the primal forces of darkness. She may shape nearby shadows into solid objects that she can use and wield. The Occisor may control a number of units of shadow material equal to double her class level. These units may be used to craft weapons, armor or other minor items. The latter may mimic anything that the minor creation spell can create and cost 1 unit each. All shadow-sculpted items dissipate immediately upon leaving the Occisor’s person. Sculpting a shadow object requires one full-round per unit of shadow material used to create the item. The Occisor may create the following weapons and armor (with the number of units needed): gladius (4), longsword (4), bastard sword (8), lorica segmentata (8), tower shield (8) and pila (light or heavy) (4). Weapons may be made masterwork for 2 units, and armor may be made masterwork for 1 unit; it is not possible to create greater masterwork shadow-sculpted items. Shadow-sculpted weapons and armor are considered to be weapons and armor for the purposes of spells, powers, and other effects that target weapons and armor (such as the greater magic weapon spell). All shadow-sculpted items have hardness 10, and 2 hit points per unit used to create the item. Shadow-sculpted armor has no armor check bonus, and no maximum Dexterity bonus to Armor Class. Shadow-sculpted items weight the same as their normal counterparts. Shadow-sculpted items may be carried into areas where magic and psionics work; however, they follow the same rules as the shadow blade does. The Occisor’s shadow blade ability does not consume units of shadow material. Shadow’s Loving Embrace (Su): At 6th level, the Occisor begins to draw shadows around herself without realizing it. This effect is magnified if the Occisor is wearing shadow-sculpted armor. The Occisor gains a +5 competence bonus to Hide and Move Silently checks made while wearing 13 CORE CLASSES ▪ Occisor Name Cost Armor Bonus Lorica Segmentata 300 gp +5 Legionnaire Armor Max. Armor Spell Dex Chk. Pen. Failure +5 -3 25% Speed 30 ft. 30 ft. 20 ft. 20 ft. Weight 1 25 lb.1 1 The listed weight figure is for armor sized to fit Medium characters. Armor designed for Small characters weighs half as much as the listed value and armor fitted for a Large character weighs twice the listed value. Lorica Segmentata (Medium, Exotic) Description: The armor of the finest and best-equipped Coryani legions, lorica segmentata has seen many improvements during its 300 years of outstanding service to the Empire. This armor is arguably the finest armor on Onara for the common soldier. Though lacking the heavy full-body protection of true plate armor, lorica segmentata is maneuverable and light, allowing for the greatest possible balance between movement and protection. This armor consists of steel plates bent and molded around the chest and shoulders, then linked together with steel mail worn beneath. Steel arm and leg greaves complete the kit. This armor is built for maximum protection and maneuverability. Special: Unlike other Exotic Armors, lorica segmentata may be worn by anyone with the Medium Armor Proficiency feat. However, if the wearer does not possess the Exotic Armor Proficiency (lorica segmentata) feat, his base speed is reduced by 10 feet and he suffers an additional –2 armor check penalty (for a total of –5). Lorica segmentata is Medium armor; this does not change if the wearer has the appropriate Exotic Armor Proficiency feat. When it is made of Mithral (or any other material that reduces its effective armor category), this armor is treated as Light armor, but it still requires Medium armor proficiency to wear and the armor’s base speed does not change (the armor already does not reduce the wearer’s speed). A wearer who does not have the Exotic Armor Proficiency still suffers the additional –2 armor check penalty even if the armor is made of a material or has some quality that reduces its base armor check penalty. The increase simply applies to whatever that particular suit of armor has as its base armor check penalty. Base armor check penalties can never be reduced below zero, so a non-proficient wearer has an armor check penalty of no better than –2 regardless of the armor’s construction. shadow-sculpted armor; she gains half this bonus (round down) if she is wearing non-shadow-sculpted armor or no armor. Each seven levels hereafter, the above bonus increases by +5 (to a maximum of +15 at 20th level). Uncanny Dodge (Ex): Starting at 7th level, an Occisor can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to Armor Class (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. Hide in Plain Sight (Su): At 9th level, an Occisor can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, an Occisor can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow. Shadow Jump (Su): At 11th level, an Occisor gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with enough shadow to grant concealment. An Occisor can jump to a total of 100 feet each day in this way; this may be a single jump or multiple jumps whose total distance does not exceed 100 feet. Individual jumps, regardless of the distance moved, count as at least a 10-foot increment (thus shadow jumping 5 feet counts as 10 feet of jump towards the total distance each day). For every two class levels beyond 11th level, the Occisor may jump 100 feet further each day (to a 14 maximum of 500 feet each day at 19th level). When an Occisor (or any other character with Shadow Jump) uses this ability, he opens a portal into the Shadow Realm, a place inhabited with strange and terrible creatures. Some of the inhabitants of that dread realm may make the most of this opportunity and tag along for a free ride back to the Material Plane. With each jump, the Occisor risks the chance that one of these denizens of shadow may follow him through. One round after the Occisor shadow jumps, the GM should roll 1d20. On the result of 2 or higher, no creatures have followed the Occisor; on the result of a natural 1, roll d% and consult the table below (unless a published adventure or scenario indicates otherwise). These creatures are not under the Occisor’s control. Depending on the circumstances of their arrival, they may or may not immediately attack. 01-50% 51-99% 100% 1d4 Shadow Mastiffs 1d4 Shadows 1 Greater Shadow Rapid Shadow Sculpting (Su): At 12th level, an Occisor may use the Shadow Sculpting ability as a full-round action, regardless of the number of units being used. Tendrils of the Night (Sp): At 17th level, the Occisor’s journey into shadow is nearly complete. Once per day, the Occisor may summon forth raw shadow and darkness to ensnare creatures. Treat this as a black tentacles spell, with the following changes. The area that the spell is affecting must be within shadowy Psion ▪ CORE CLASSES illumination (or lower illumination); if it is not then the spell does not function. Furthermore, any bright light will dispel the effect with a successful caster level check. The caster level for this effect is the Occisor’s class level. The Occisor is immune to her own Tendrils of the Night. Hit Die: d4 Class Skills The psion’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Psicraft (Int). In addition, a psion gains access to additional class skills based on his discipline: Seer (Clairsentience): Gather Information (Cha), Listen (Wis), and Spot (Wis). Shaper (Metacreativity): Bluff (Cha), Disguise (Cha), and Use Psionic Device (Cha). Kineticist (Psychokinesis): Autohypnosis (Wis), Disable Device (Dex), and Intimidate (Cha). Egoist (Psychometabolism): Autohypnosis (Wis), Balance (Dex), and Heal (Wis). Nomad (Psychoportation): Climb (Str), Jump (Str), Ride (Dex), Survival (Wis), and Swim (Str). Telepath (Telepathy): Bluff (Cha), Diplomacy (Cha), Gather Information (Cha), and Sense Motive (Wis). Into the Dark (Ex): At 20th level, the Occisor’s journey into shadow is complete. The Occisor’s type changes to Outsider, with the appropriate Augmented subtype. He also gains the Native subtype. Do not recalculate base attack, saves, or skills due to this change. As a Native Outsider, the Occisor must still eat and sleep; however, their Darkvision does increase to 60 feet. With this change comes several other benefits and penalties. The Occisor is now overly sensitive to bright light, suffering a –4 penalty to attack rolls, skill checks, saves, and ability checks while within bright light. However, in any other lighting conditions the Occisor is surrounded by dense shadow. In shadowy illumination the Occisor has 20% concealment. In total darkness Skill Points at 1st level: (2 + Int) x 4 the Occisor has 50% concealment (even to others who Skill Points at Each Additional Level: 2 + Int can see in darkness) and receives a +1 morale bonus to attack rolls and saves against fear. Class Features All of the following are class features of the psion. Psion “From the depth of the ages flows a focus, a certain power of the mind. In each age there have been those who learn to tap into this flow, this well-spring of power. Those who do so are known as psions, yet, each sees the power in a different way. Thus, in the ages that have come and passed, man and beast alike have come to know the different disciplines of psionic energy. Understand that the secrets that you learn have been held by countless thousands before you, back into the ancient depths of the past where even memory fails to take us.” ~ Lycaon val’Inares, Address to the assembly of awakened val’Inares The psion is one of the staples of psionics, and is far from limited solely to the Val families. Indeed, the psion methods have existed for countless ages and remain largely unchanged. Thus, any creature capable of using psionics can gain training in the psion class. Some races, or groups within specific races, may only know certain disciplines or may favor some disciplines over others. For example, the val’Virdan family tends to favor the Psychokinesis discipline, while the val’Mehan family tends to favor the Telepathy discipline. Abilities: The key ability for a psion is Intelligence. A good Constitution is also useful, as is a good Dexterity. Multiclassing: Psions may freely multiclass. Class Requirements Race: Any psionically active creature. Alignment: Any. Weapon and Armor Proficiency: Psions are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers. Power Points/Day: A psion’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table 2-4: The Psion. In addition, he receives bonus power points per day if he has a high Intelligence score (see Table 2-1: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items. Discipline: Every psion must decide at 1st level which psionic discipline he will specialize in. Choosing a discipline provides a psion with access to the class skills associated with that discipline (see above), as well as the powers restricted to that discipline. However, choosing a discipline also means that the psion cannot learn powers that are restricted to other disciplines. He can’t even use such powers by employing psionic items. Powers Known: A psion begins play knowing three psion powers of the player’s choice. Each time he achieves a new level, he unlocks the knowledge of new powers. One can choose the powers known from the psion power list, or from the list of powers of the character’s chosen discipline. One cannot choose powers from restricted discipline lists other than the character’s own discipline list. A psion can manifest any power that has a power point cost equal to or lower than his manifester level. 15 CORE CLASSES ▪ Psion The number of times a psion can manifest powers in a day is limited only by his daily power points. A psion simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points. The Difficulty Class for saving throws against psion powers is 10 + the power’s level + the psion’s Intelligence modifier. Psionic Disciplines A discipline is one of six groupings of powers, each defined by a common theme. The six disciplines are clairsentience, metacreativity, psychokinesis, psychometabolism, psychoportation, and telepathy. Maximum Power Level Known: A psion begins play with the ability to learn 1st-level powers. As he attains higher levels, a psion may gain the ability to master more complex powers. To learn or manifest a power, a psion must have an Intelligence score of at least 10 + the power’s level. Metacreativity: A psion specializing in metacreativity is known as a shaper. This discipline includes powers that draw ectoplasm or matter from the Astral Plane, creating semisolid and solid items such as armor, weapons, or animated constructs to do battle at the shaper’s command. Bonus Feats (Ex): A psion gains a bonus feat at 1st level, 5th level, 10th level, 15th level, and 20th level. This feat must be a psionic feat, a metapsionic feat, or a psionic item creation feat. These bonus feats are in addition to the feats that a character of any class gains every three levels. A psion is not limited to psionic feats, metapsionic feats, and psionic item creation feats when choosing these other feats. Clairsentience: A psion who chooses clairsentience is known as a seer. Seers can learn precognitive powers to aid their comrades in combat, as well as powers that permit them to gather information in many different ways. Psychokinesis: Psions who specialize in psychokinesis are known as kineticists. They are the masters of powers that manipulate and transform matter and energy. Kineticists can attack with devastating blasts of energy. Psychometabolism: A psion who specializes in psychometabolism is known as an egoist. This discipline consists of powers that alter the psion’s psychobiology, or that of creatures near him. An egoist can both heal and transform himself into a fearsome fighter. Table 2-4: The Psion 16 Class Level 1st Base Attack Bonus +0 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6/+1 +6/+1 +7/+2 +7/+2 +8/+3 +8/+3 +9/+4 +9/+4 +10/+5 Fort Save Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Will Save Special Bonus feat, +2 discipline +3 — +3 — +4 — +4 Bonus feat +5 — +5 — +6 — +6 — +7 Bonus feat +7 — +8 — +8 — +9 — +9 Bonus feat +10 — +10 — +11 — +11 — +12 Bonus feat Power Points/ Day Powers Known Maximum Power Level Known 2 6 11 17 25 35 46 58 72 88 106 126 147 170 195 221 250 280 311 343 3 5 7 9 11 13 15 17 19 21 22 24 25 27 28 30 31 33 34 36 1st 1st 2nd 2nd 3rd 3rd 4th 4th 5th 5th 6th 6th 7th 7th 8th 8th 9th 9th 9th 9th Psion ▪ CORE CLASSES Psychoportation: A psion who relies on psychoportation powers is known as a nomad. Nomads can wield powers that propel or displace objects in space or time. Telepathy: A psion who chooses the discipline of telepathy is known as a telepath. He is the master of powers that allow mental contact and control of other sentient creatures. A telepath can deceive or destroy the minds of his enemies with ease. Psicrystals A psicrystal is a fragment of a psionic character’s personality, brought into physical form and a semblance of life (via the Psicrystal Affinity feat). A psicrystal appears as a crystalline construct about the size of a human hand. Because it is an extension of its creator’s personality, a character’s psicrystal is in some ways a part of him. That’s why, for example, a psionic character can manifest a personal range power on his psicrystal even though normally he can manifest such a power only on himself. A psicrystal is treated as a construct for the purposes of all effects that depend on its type. A psicrystal grants special abilities to its owner, as shown on the Psicrystal Special Abilities table below. In addition, a psicrystal has a personality (being a fragment of the owner’s personality), which gives its owner a bonus on certain types of checks or saving throws, as given on the Psicrystal Personalities table below. These special abilities and bonuses apply only when the owner and the psicrystal are within one mile of each other. Psicrystal abilities are based on the owner’s levels in psionic classes. Levels from other classes do not count toward the owner’s level for purposes of psicrystal abilities. A psicrystal can speak one language of its owner’s choice (so long as it is a language the owner knows). A psicrystal can understand all other languages known by its owner, but cannot speak them. This is a supernatural ability. Psicrystal Special Abilities Owner Level 1st–2nd 3rd–4th 5th–6th 7th–8th 9th–10th 11th–12th 13th–14th 15th–16th 17th–18th 19th–20th Natural Armor Adj. Int Adj. +0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +0 +1 +2 +3 +4 +5 +6 +7 +8 +9 Special Alertness, improved evasion, personality, self-propulsion, share powers, sighted, telepathic link Deliver touch powers Telepathic speech — Flight Power resistance Sight link — — — Psicrystal Ability Descriptions: All psicrystals have special abilities (or impart abilities to their owners) depending on the level of the owner, as shown on the table above. The abilities on the table are cumulative. Natural Armor Adj. (Ex): This number noted here is an improvement to the psicrystal’s natural armor bonus (normally 0). It represents a psicrystal’s preternatural durability. Intelligence Adj. (Ex): Add this value to the psicrystal’s Intelligence score. Psicrystals are as smart as people (though not necessarily as smart as smart people). Alertness (Ex): The presence of a psicrystal sharpens its master’s senses. While a psicrystal is within arm’s reach (adjacent to or in the same square as its owner), its owner gains the Alertness feat. Improved Evasion (Ex): If a psicrystal is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Psicrystal Basics: Use the statistics for a psicrystal, but make the following changes. Personality (Ex): Every psicrystal has a personality. See Psicrystal Personality, below. Saving Throws: A psicrystal uses its owner’s base saving throw bonuses and ability modifiers on saves, Self-Propulsion (Su): As a standard action, its owner though it doesn’t enjoy any other bonuses its owner can will a psicrystal to form spidery, ectoplasmic legs might have (from magic items or feats, for example). that grant the psicrystal a land speed of 30 feet and a climb speed of 20 feet. The legs fade into nothingness Abilities: When its self-propulsion ability is not after one day (or sooner, if the owner desires). activated, a psicrystal has no Strength score and no Dexterity score. Share Powers (Su): At the owner’s option, he can have any power (but not any psi-like ability) he manifests on Skills: A psicrystal has the same skill ranks as its owner, himself also affect his psicrystal. The psicrystal must except that it has a minimum of 4 ranks each in Spot, be within 5 feet of him at the time of the manifestation Listen, Move Silently, and Search. (Even if its owner to receive the benefit. If the power has a duration other has no ranks in these skills, a psicrystal has 4 ranks in than instantaneous, it stops affecting the psicrystal if it each.) A psicrystal uses its own ability modifiers on moves farther than 5 feet away, and will not affect the skill checks. psicrystal again, even if it returns to its owner before the duration expires. 17 CORE CLASSES ▪ Psion Additionally, the owner can manifest a power with a target of “You” on his psicrystal (as a touch range power) instead of on himself. The owner and psicrystal cannot share powers if the powers normally do not affect creatures of the psicrystal’s type (construct). Sighted (Ex): Although it has no physical sensory organs, a psicrystal can telepathically sense its environment as well as a creature with normal vision and hearing. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though a psicrystal still can’t discern invisible or ethereal beings. A psicrystal’s sighted range is 40 feet. Telepathic Link (Su): The owner has a telepathic link with his psicrystal to a distance of up to one mile. The owner cannot see through the psicrystal’s senses, but the two of them can communicate telepathically as if the psicrystal were the target of a mindlink power manifested by the owner. For instance, a psicrystal placed in a distant room could relay the activities occurring in that room. Because of the telepathic link between a psicrystal and its owner, the owner has the same connection to an item or place that the psicrystal does. For instance, if his psicrystal has seen a room, the owner can teleport into that room as if he had seen it too. Psicrystal Personality (Ex): Each psicrystal has a distinct personality, chosen by its owner at the time of its creation from among those given on the following table. At 1st level, its owner typically gets a feel for a psicrystal’s personality only through occasional impulses, but as the owner increases in level the psicrystal’s personality becomes more pronounced. At higher levels, it is not uncommon for a psicrystal to constantly ply its owner with observations and advice, often severely slanted toward the psicrystal’s particular worldview. The owner always sees a bit of himself in his psicrystal, even if magnified and therefore distorted. Psicrystal Personalities Personality Benefit to Owner Artiste +3 bonus on Craft checks Bully +3 bonus on Intimidate checks Coward +3 bonus on Hide checks Friendly +3 bonus on Diplomacy checks Hero +2 bonus on Fortitude saves Liar +3 bonus on Bluff checks Meticulous +3 bonus on Search checks Nimble +2 bonus on Initiative checks Observant +3 bonus on Spot checks Poised +3 bonus on Balance checks Resolved +2 bonus on Will saves Sage +2 bonus on Knowledge checks Single-minded +3 bonus on Concentration checks Sneaky +3 bonus on Move Silently checks Sympathetic +3 bonus on Sense Motive checks Deliver Touch Powers (Su): If the owner is 3rd level or higher, his psicrystal can deliver touch powers for him. If the owner and psicrystal are in contact at the time the owner manifests a touch power, he can designate his psicrystal as the “toucher.” The psicrystal can then deliver the touch power just as the owner could. As usual, if the owner manifests another power before the Psychic Warrior touch is delivered, the touch power dissipates. “Each strike with a blade is an equal part physical prowess and mental willpower. You must learn to make Telepathic Speech (Ex): If the owner is 5th level or it more than mere willpower; channel your anger, higher, the psicrystal can communicate telepathically your emotions, your dreams, and your soul into each with any creature that has a language and is within 30 attack. Then you will find the power that comes from feet of the psicrystal, while the psicrystal is also within the melding of the martial and mental disciplines that 1 mile of the owner. we have taught you.” ~ Ssekoran, Pit Trainer of Pit Sseth speaking to young Flight (Su): If the owner is 9th level or higher, he can, Ssanu warriors as a standard action, will his psicrystal to fly at a speed of 50 feet (poor). The psicrystal drifts gently to the It is typical for a Ssanu psychic warrior to be trained as ground after one day (or sooner, if the owner desires). shock trooper, indeed it is rare when they are not. Such training is typical of how a psychic warrior is trained, regardless of their nationality or race. The psychic warrior class represents the pinnacle of psionic combat, and it is used by nearly every psionically active race. Much like the psion class, the psychic warrior training methods are ancient and virtually unchanged between nations and races. Abilities: A psychic warrior requires good Sight Link (Sp): If the owner is 13th level or higher, Strength, Dexterity, Constitution, and Wisdom abilities. the character can remote view the psicrystal (as if The latter is because their ability to manifest powers manifesting the remote view power) once per day. derives from their Wisdom score. Multiclassing: Psychic warriors may freely multiclass. Power Resistance (Ex): If the owner is 11th level or higher, the psicrystal gains power resistance equal to the owner’s level + 5. To affect the psicrystal with a power, another manifester must get a result on a manifester level check that equals or exceeds the psicrystal’s power resistance. 18 Psychic Warrior ▪ CORE CLASSES Class Requirements Race: Any psionically active creature. Alignment: Any. Wisdom score (see Table 2-1: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items. A 1st-level psychic warrior gains no power points for Hit Die: d8 his class level, but he gains bonus power points (if he Class Skills is entitled to any), and can manifest the single power he The psychic warrior’s class skills (and the key ability knows with those power points. for each skill) are Autohypnosis (Wis), Climb (Str), Concentration (Con), Craft (Int), Examine Martial Powers Known: A psychic warrior begins play Technique (Wis), Jump (Str), Knowledge (Psionics) knowing one psychic warrior power of the player’s (Int), Knowledge (Warfare and Tactics) (Int) Profession choice. Each time he achieves a new level, he unlocks (Wis), Ride (Dex), Search (Int), and Swim (Str). the knowledge of a new power. Skill Points at 1st level: (2 + Int) x 4 Choose the powers known from the psychic Skill Points at Each Additional Level: 2 + Int warrior power list. A psychic warrior can manifest any power that has a power point cost equal to or lower than his manifester level. Class Features The total number of powers a psychic warrior All of the following are class features of the psychic can manifest in a day is limited only by his daily power warrior. points. A psychic warrior simply knows his powers; Weapon and Armor Proficiency: Psychic warriors are proficient with all simple and martial weapons, they are ingrained in his mind. He does not need to with all types of armor (heavy, medium, and light), and prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep with shields (except tower shields). each day to regain all his spent power points. The Difficulty Class for saving throws against Power Points/Day: A psychic warrior’s ability to manifest powers is limited by the power points he has psychic warrior powers is 10 + the power’s level + the available. His base daily allotment of power points is psychic warrior’s Wisdom modifier. given on Table 2-5: The Psychic Warrior. In addition, he receives bonus power points per day if he has a high Table 2-5: The Psychic Warrior Power Maximum Class Base Attack Fort Ref Will Points/ Powers Power Level Level Bonus Save Save Save Special Day Known Known 1st +0 +2 +0 +0 Bonus feat 01 1 1st 2nd +1 +3 +0 +0 Bonus feat 1 2 1st 3rd +2 +3 +1 +1 — 3 3 1st 4th +3 +4 +1 +1 — 5 4 2nd 5th +3 +4 +1 +1 Bonus feat 7 5 2nd 6th +4 +5 +2 +2 — 11 6 2nd 7th +5 +5 +2 +2 — 15 7 3rd 8th +6/+1 +6 +2 +2 Bonus feat 19 8 3rd 9th +6/+1 +6 +3 +3 — 23 9 3rd 10th +7/+2 +7 +3 +3 — 27 10 4th 11th +8/+3 +7 +3 +3 Bonus feat 35 11 4th 12th +9/+4 +8 +4 +4 — 43 12 4th 13th +9/+4 +8 +4 +4 — 51 13 5th 14th +10/+5 +9 +4 +4 Bonus feat 59 14 5th 15th +11/+6/+1 +9 +5 +5 — 67 15 5th 16th +12/+7/+2 +10 +5 +5 — 79 16 6th 17th +12/+7/+2 +10 +5 +5 Bonus feat 91 17 6th 18th +13/+8/+3 +11 +6 +6 — 103 18 6th 19th +14/+9/+4 +11 +6 +6 — 115 19 6th 20th +15/+10/+5 +12 +6 +6 Bonus feat 127 20 6th 1 The psychic warrior gains no power points from his class at 1st level. However, he does add any bonus power points he gains from a high Wisdom score, his race, and feats or other sources to his reserve. He can use these points (if any) to manifest his power. 19 CORE CLASSES ▪ Rhi'zen Maximum Power Level Known: A psychic warrior begins play with the ability to learn 1st-level powers. As he attains higher levels, he may gain the ability to master more complex powers. To learn or manifest a power, a psychic warrior must have a Wisdom score of at least 10 + the power’s level. Bonus Feats: At 1st level, a psychic warrior gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The psychic warrior gains an additional bonus feat at 2nd level and every three levels thereafter (5th, 8th, 11th, 14th, 17th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats or psionic feats. The psychic warrior must still meet all prerequisites for the bonus feat, including ability score and base attack bonus minimums as well as class requirements. A psychic warrior cannot choose feats that specifically require levels in the fighter class unless he is a multiclass character with the requisite levels in the fighter class. These bonus feats are in addition to the feats that a character of any class gains every three levels. A psychic warrior is not limited to fighter bonus feats and psionic feats when choosing these other feats. Rhi’zen The great herons of Heh’ligh are graceful and powerful creatures. You should strive for that combination of grace and power. The ability to bend before any blow, and the timing to know instinctually when to fully commit to a strike, and when to hold back -- that is the true power of a Rhi’zen. ~ Kul’ahud Ru’hma’in val’Sungha, Rhi’zen Master The nobility of the Western Lands have a long history, dotted with real and imagined slights. The historical records are not clear on the matter of who first codified the rules that govern the resolution of these slights; yet, the rules were written and are adhered to. These rules are most specific in how a dispute may be resolved, and the usual method is by dueling. Not all members of the nobility have the inclination or skill to learn the techniques and practices of dueling. Those who elect not to learn such skills often call upon the services of professional duelists to serve as their champions. Many of these champions are drawn from the ranks of the Rhi’zen, a school of dueling that focused on the training of the mind, rather than solely upon the building of reflexes and strength as many of the other schools train. Races: Only members of the Val race may become a Rhi’zen. Only they have the needed psionic ability. Many Rhi’zen are pure blooded Kio, and are thus val’Sungha; however, that is merely a peculiarity of culture. It is not an indication of a racial requirement. Abilities: The key abilities for a Rhi’zen are Dexterity and Intelligence, as their combat abilities depend on those attributes. Constitution and Charisma are also useful to the Rhi’zen. 20 Multiclassing: Rhi’zen may freely multiclass with any other class, keeping in mind that a Rhi’zen must be non-Chaotic. Class Requirements Race: Must be a psionically active Val. Alignment: Any non-Chaotic. Special: Must be trained in the Western Lands; must not have the enmity of the val’Sungha, val’Trinsin, and val’Baucisz families. Enmity with up to two of those parties is acceptable, but enmity with all three prevents the Rhi’zen or prospective Rhi’zen from attaining the needed training. Hit Die: d8 Class Skills The Rhi’zen’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Examine Martial Technique (Int), Jump (Str), Gather Information (Cha), Knowledge (Local) (Int), Knowledge (Nobility and Royalty) (Int), Knowledge (Psionics) (Int), Knowledge (Warfare and Tactics) (Int), Listen (Wis), Profession (Wis), Psicraft (Int), Search (Int), Sense Motive (Wis), Spot (Wis), Tumble (Dex), and Use Psionic Device (Cha). Skill Points at 1st level: (4 + Int) x 4 Skill Points at Each Additional Level: 4 + Int Class Features Weapon and Armor Proficiency: The Rhi’zen is proficient with all simple weapons and the following additional weapons: rapier and scimitar. The Rhi’zen is proficient with light armor and shields (including tower shields). Psionic Grace (Su): A Rhi’zen gains a dodge bonus to Armor Class while she is psionically focused. This bonus starts at +1 at first level, and increases by +1 for each five class levels the Rhi’zen has. As a dodge bonus, this bonus stacks with all other bonuses to Armor Class. Finesse (Ex): At 1st level, the Rhi’zen gains the Weapon Finesse feat as a bonus feat. Evade Blow (Ex): A 3rd-level and higher Rhi’zen may choose to attempt to evade a melee attack once per day. To successfully evade an attack, a Rhi’zen must make a Reflex save whose DC is equal to the attack roll of the attack. If the Rhi’zen makes the save, then the attack is negated. A “natural 20” on the attack roll may be evaded; however, the DC to evade such a hit is 25 + the attack modifier for that attack. A “natural 20” on the Rhi’zen’s Reflex save automatically allows the Rhi’zen to evade the specified blow, regardless of the DC or the attack roll that was made to deliver the attack. You cannot use this ability against confirmation rolls, such as those to confirm a critical hit. You must use it against the original attack roll. Rhi'zen ▪ CORE CLASSES At 9th level, this ability may be used twice per Choose the powers known from the Rhi’zen day, and at 16th level it may be used three times each day. power list. A Rhi’zen can manifest any power that has a power point cost equal to or lower than her manifester Psionic Manifesting: A Rhi’zen does not have a level (see above on how to calculate a Rhi’zen’s manifester level, or any ability to manifest powers, manifester level). until 4th level. From that time onwards, the Rhi’zen’s The total number of powers a Rhi’zen can manifester level is one-half her class level (round manifest in a day is limited only by her daily power down). points. This means that power-completion devices, A Rhi’zen simply knows her powers; they are such as power stones, and other psionic items that ingrained in her mind. She does not need to prepare require the ability to manifest powers may not be used them (in the way that some spellcasters prepare their by the Rhi’zen until 4th level or higher. spells), though she must get a good night’s sleep each day to regain all her spent power points. Power Points per Day: A Rhi’zen’s ability to manifest The Difficulty Class for saving throws against powers, once she has the ability, is limited by the power Rhi’zen powers is 10 + the power’s level + the points she has available. Her base daily allotment of Rhi’zen’s Wisdom modifier. power points is given on Table 2-6: The Rhi’zen. In addition, she receives bonus power points per day if Maximum Power Level Known: A Rhi’zen begins she has a high Wisdom score (see Table 2-1: Ability play without the ability to learn powers. At 4th level, the Modifiers and Bonus Power Points in the Expanded Rhi’zen gains the ability to learn powers of 1st level. Psionics Handbook). However, a Rhi’zen’s level only As she attains higher levels, she may gain the ability to counts for half (round down) when determining bonus master more complex powers. power points (since manifester level is what determines To learn or manifest a power, a Rhi’zen must bonus power points). Her race may also provide bonus have a Wisdom score of at least 10 + the power’s power points per day, as may certain feats and items. level. Powers Known: A Rhi’zen does not know any Rhi’zen powers until she has gained 4th level. At 4th level, the Rhi’zen immediately learns two powers, and from that time onwards, each time she achieves a new level, she unlocks the knowledge of one new power. Uncanny Dodge (Ex): Starting at 4th level, a Rhi’zen can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. Table 2-6: The Rhi’zen Class Level 1st 2nd 3rd 4th 5th Base Attack Bonus +0 +1 +2 +3 +3 Fort Save +0 +0 +1 +1 +1 Ref Save +2 +3 +3 +4 +4 Will Save +0 +0 +1 +1 +1 6th 7th 8th 9th 10th +4 +5 +6/+1 +6/+1 +7/+2 +2 +2 +2 +3 +3 +5 +5 +6 +6 +7 +2 +2 +2 +3 +3 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Special Psionic Grace (+1), Finesse Evade Blow Uncanny Dodge Psionic Smite (1/day) , Psionic Grace (+2) Evasion Tendon Strike Evade Blow (2/day) Psionic Smite (2/day) , Psionic Grace (+3) Improved Evasion Riposte Skill Mastery Flying Lunge, Psionic Grace (+4) Evade Blow (3/day) Improved Riposte, Skill Mastery As the Whirlwind Tumbling Strike Psionic Purity, Psionic Grace (+5) Power Maximum Points / Powers Power Level Day Known Known 1 --1 --1 --1 2 1 2 3 1 4 6 9 11 14 4 5 6 7 8 1 1 2 2 2 17 21 25 30 35 41 46 52 58 65 9 10 11 12 13 14 15 16 17 18 2 3 3 3 3 4 4 4 4 4 21 CORE CLASSES ▪ Rhi'zen Psionic Smite (Su): At 5th level, the Rhi’zen learns to channel her psionic power through her attacks to deliver more punishing blows. Declaring an attack a psionic smite attack is a free action. Such an attack receives the Rhi’zen’s Charisma bonus as a bonus to attack rolls, and the Rhi’zen’s class level as a bonus to damage. A Rhi’zen receives only one psionic smite each day until 10th level, when the Rhi’zen receives a second psionic smite attack. Finally, when making a psionic smite attack, the Rhi’zen may also expend her psionic focus when she declares the attack to further receive a +2 bonus to attack and damage. While psionically focused, a Rhi’zen may make up to a 15-foot jump while charging without breaking her charge. She does need to make the requisite jump check; however, she receives a +10 bonus to the check. Evasion (Ex): At 6th level and higher, a Rhi’zen can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Rhi’zen is wearing light armor or no armor. A helpless Rhi’zen does not gain the benefits of evasion. As the Whirlwind (Ex): At level 18, the Rhi’zen gains the Whirlwind Attack feat as a bonus feat. Tendon Strike (Ex): When a Rhi’zen makes a psionic smite attack and uses her psionic focus as described above, a successful strike also reduces the land speed of her victim by 10 ft. Multiple applications of this ability do stack, but cannot reduce the victim’s land speed by more than 50% of its normal maximum, nor can it reduce a victim’s land speed below 5 ft. Speed reductions from this ability persist until the subject is healed at least one hit point (either by magic, or by resting). Tumbling Strike (Su): The Rhi’zen gains the ability to evade blows, even while charging, at 19th level. While psionically focused and charging, the Rhi’zen may pass through the space occupied by one opponent. She must still make the required tumble check to do so, including the +10 increase to the DC to tumble at full-speed. A Rhi’zen may not use this ability to charge through the spaces occupied by more than one creature. The use of this ability allows a Rhi’zen to charge a creature that would not normally be an acceptable charge target. Improved Evasion (Ex): This ability, gained at 11th level, works like evasion, except that while the Rhi’zen still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless Rhi’zen does not gain the benefit of improved evasion. Psionic Purity (Ex): At 20th level, the Rhi’zen represents the pinnacle of focus and control. When a Rhi’zen elects to expend her psionic focus as part of a specific action, such as when making a psionic smite, she may activate two abilities (or feats) that use a psionic focus as part of their activation cost instead of the usual one. This ability does not allow a Rhi’zen to activate two abilities or feats that take longer than a free action to activate, nor can the Rhi’zen regain a psionic focus used in conjunction with this ability on the round in which it is used. Riposte (Ex): At 12th level, the Rhi’zen gains the Riposte feat as a bonus feat. Soulknife Skill Mastery (Ex): At level, the Rhi’zen may select a number of skills equal to his Intelligence modifier (minimum 1). He may always “take 10” on these skills, even when distracted or in combat. Once selected these skills may not be changed. At 17th level, the Rhi’zen may select an additional number of skills equal to his Intelligence modifier (minimum 1) for which he gains the above benefit. Skills such as Use Magic Device and Use Psionic Device that explicitly prohibit a character from taking 10 while using the skill may not be chosen to gain the above benefit. 13th 22 Improved Riposte (Ex): A 17th-level and higher Rhi’zen gains the ability to use the Riposte feat with true panache. The Rhi’zen is no longer limited to making a single riposte attack against any given foe during a single combat round. She is still limited in the number of Riposte attacks she can make each round by the number of Attacks of Opportunity that she can make. Lambent green blades of pure energy sprung from the warrior’s hands as he leapt to attack the beast. Gore and blood exploded in a burst of energy, seemingly propelled on the force of his shout. Moments later, the warrior was again standing alone, the blades of energy dissipated, and the ravening beast motionless and bloody on the ground behind him. ~ Excerpt from Darius Gracchi’s Journal of Extraordinary Travels While not the most common type of psionic warrior, a soulknife is perhaps the most unique. It is known that the First Imperium trained psionically-active soldiers as soulknives, although that practice has fallen out of favor. There are small enclaves here and there, amongst Flying Lunge (Su): Starting at 15th level, the Rhi’zen the Val families who still train soulknives, as much to gains the ability to become psionically buoyant for maintain the knowledge as for their utility. short periods of time. Soulknife ▪ CORE CLASSES It is also known that the agents of the Silence can receive training as Soulknifes; although when the secretive group first obtained the training techniques necessary to do so is not known. It is possible that the techniques used in the First Imperium are drawn from those used by the Silence; or perhaps it is the other way around. Abilities: The key abilities for a soulknife are Strength and Dexterity. A good Constitution is also useful. Multiclassing: Soulknives may freely multiclass. Class Requirements Race: Any psionically active creature. Alignment: Any. Hit Die: d10 Class Skills The soulknife’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Climb (Str), Concentration (Con), Craft (Int), Examine Martial Technique (Wis), Hide (Dex), Jump (Str), Knowledge (Psionics) (Int), Knowledge (Warfare and Tactics) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spot (Wis), and Tumble (Dex). Skill Points at 1st level: (4 + Int) x 4 Skill Points at Each Additional Level: 4 + Int Class Features All of the following are class features of the soulknife. Weapon and Armor Proficiency: Soulknives are proficient with all simple weapons, with their own mind blades, and with light armor and shields (except tower shields). Table 2-7: The Soulknife Class Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Ref Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Mind Blade (Su): As a move action, a soulknife can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium soulknife materializes a Medium mind blade that he can wield as a light weapon, and the blade deals 1d6 points of damage (critical 19–20/x2). Soulknives who are smaller or larger than Medium create mind blades identical to short swords appropriate for their size, with a corresponding change to the blade’s damage. The wielder of a mind blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus. The blade can be broken (it has hardness 10 and 10 hit points); however, a soulknife can simply create another on his next move action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction. A soulknife can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. He can also choose mind blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade. A soulknife’s mind blade improves as the character gains higher levels. At 4th level and every four levels thereafter, the mind blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level). Special Mind blade, Weapon Focus (mind blade), Wild Talent Throw mind blade Psychic strike +1d8 +1 mind blade Free draw, shape mind blade Mind blade enhancement +1, Speed of Thought Psychic strike +2d8 +2 mind blade Bladewind, Greater Weapon Focus (mind blade) Mind blade enhancement +2 Psychic strike +3d8 +3 mind blade Knife to the soul Mind blade enhancement +3 Psychic strike +4d8 +4 mind blade Multiple throw Mind blade enhancement +4 Psychic strike +5d8 +5 mind blade 23 CORE CLASSES ▪ Soulknife Even in places where psionic effects do not normally function (such as within a null psionics field), a soulknife can attempt to sustain his mind blade by making a DC 20 Will save. On a successful save, the soulknife maintains his mind blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on his turn, the soulknife can attempt a new Will save to rematerialize his mind blade while he remains within the psionics negating effect. Weapon Focus (Mind Blade): A soulknife gains Weapon Focus (mind blade) as a bonus feat. Wild Talent: A soulknife gains Wild Talent as a bonus feat. (This class feature provides the character with the psionic power he needs to materialize his mind blade, if he has no power points otherwise.) Throw Mind Blade (Ex): A soulknife of 2nd level or higher can throw his mind blade as a ranged weapon with a range increment of 30 feet. Whether or not the attack hits, a thrown mind blade then dissipates. A soulknife of 3rd level or higher can make a psychic strike (see below) with a thrown mind blade and can use the blade in conjunction with other special abilities (such as Knife to the Soul; see below). Shape Mind Blade (Su): At 5th level, a soulknife gains the ability to change the form of his mind blade. As a full round action, he can change his mind blade to replicate a longsword (damage 1d8 for a Medium weapon wielded as a one-handed weapon) or a bastard sword (damage 1d10 for a Medium weapon, but he must wield it as a two-handed weapon unless he knows the Exotic Weapon Proficiency (bastard sword) feat). If a soulknife shapes his mind blade into the form of a bastard sword and wields it two-handed, he adds 1-1/2 times his Strength bonus to his damage rolls, just like when using any other two-handed weapon. Alternatively, a soulknife can split his mind blade into two identical short swords, suitable for fighting with a weapon in each hand. (The normal penalties for fighting with two weapons apply.) However, both mind blades have an enhancement bonus 1 lower than the soulknife would otherwise create with a single mind blade. Mind Blade Enhancement (Su): At 6th level, a soulknife gains the ability to enhance his mind blade. He can add any one of the weapon special abilities on the table below that has an enhancement bonus value of +1. At every four levels beyond 6th (10th, 14th, and 18th), the value of the enhancement a soulknife can add to his weapon improves to +2, +3, and +4, respectively. A soulknife can choose any combination of weapon special abilities that does not exceed the total allowed by the soulknife’s level. The weapon ability or abilities remain the same every time the soulknife materializes his mind blade (unless he decides to reassign its abilities; see below). The ability or abilities apply to any form the mind blade takes, including the use of the shape mind blade or bladewind class abilities. Psychic Strike (Su): As a move action, a soulknife of 3rd level or higher can imbue his mind blade with destructive psychic energy. This effect deals an extra 1d8 points of damage to the next living, nonmindless target he successfully hits with a melee attack (or ranged attack, if he is using the throw mind blade ability). Creatures immune to mind-affecting effects are immune to psychic strike damage. (Unlike the rogue’s sneak attack, the psychic strike is not precision Weapon Special Ability Enhancement Bonus Value damage and can affect creatures otherwise immune to Defending +1 extra damage from critical hits of more than 30 feet Keen +1 away, provided they are living, nonmindless creatures Lucky* +1 not immune to mind-affecting effects.) +1 A mind blade deals this extra damage only Mighty cleaving once when this ability is called upon, but a soulknife Psychokinetic* +1 can imbue his mind blade with psychic energy again by Sundering* +1 taking another move action. Vicious +1 Once a soulknife has prepared his blade for Collision* +2 a psychic strike, it holds the extra energy until it is +2 used. Even if the soulknife drops the mind blade (or Mindcrusher* it otherwise dissipates, such as when it is thrown and Psychokinetic burst* +2 misses), it is still imbued with psychic energy when the Wounding +2 soulknife next materializes it. *New special abilities At every four levels beyond 3rd (7th, 11th, 15th, and 19th), the extra damage from a soulknife’s A soulknife can reassign the ability or abilities psychic strike increases as shown on the Table above. he has added to his mind blade. To do so, he must first spend 8 hours in concentration. After that period, the Free Draw (Su): At 5th level, a soulknife becomes able mind blade materializes with the new ability or abilities to materialize his mind blade as a free action instead selected by the soulknife. of a move action. He can make only one attempt to materialize the mind blade per round, however. Speed of Thought: A soulknife gains Speed of Thought 24 as a bonus feat at 6th level. Wilder ▪ CORE CLASSES Bladewind (Su): At 9th level, a soulknife gains the ability to momentarily fragment his mind blade into numerous identical blades, each of which strikes at a nearby opponent. As a full attack, when wielding his mind blade, a soulknife can give up his regular attacks and instead fragment his mind blade to make one melee attack at his full base attack bonus against each opponent within reach. Each fragment functions identically to the soulknife’s regular mind blade. When using bladewind, a soulknife forfeits any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the haste spell). The mind blade immediately reverts to its previous form after the bladewind attack. Class Requirements Race: Any psionically active creature. Alignment: Any. Hit Die: d6 Class Skills The wilder’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (psionics) (Int), Listen (Wis), Profession (Wis), Psicraft (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex). Skill Points at 1st level: (4 + Int) x 4 Skill Points at Each Additional Level: 4 + Int Greater Weapon Focus (Mind Blade): A soulknife Class Features gains Greater Weapon Focus (mind blade) as a bonus All the following are class features of the wilder. feat at 9th level. Weapon and Armor Proficiency: Wilders are proficient with all simple weapons, with light armor, Knife to the Soul (Su): Beginning at 13th level, when and with shields (except tower shields). a soulknife executes a psychic strike, he can choose to substitute Intelligence, Wisdom, or Charisma damage Power Points/Day: A wilder’s ability to manifest (his choice) for extra dice of damage. For each die of powers is limited by the power points she has available. extra damage he gives up, he deals 1 point of damage to Her base daily allotment of power points is given on the ability score he chooses. A soulknife can combine Table 2-8: The Wilder. In addition, she receives bonus extra dice of damage and ability damage in any power points per day if she has a high Charisma score combination. (see Table 2-1: Ability Modifiers and Bonus Power The soulknife decides which ability score Points). Her race may also provide bonus power points his psychic strike damages and the division of ability per day, as may certain feats and items. damage and extra dice of damage when he imbues his mind blade with the psychic strike energy. Powers Known: A wilder begins play knowing one wilder power of your choice. At every even-numbered Multiple Throw (Ex): At 17th level and higher, a class level after 1st, she unlocks the knowledge of new soulknife can throw a number of mind blades per round powers. equal to the number of melee attacks he could make. Choose the powers known from the wilder power list. A wilder can manifest any power that has a power point cost equal to or lower than her manifester Wilder “The exchange of magic was evenly matched between level. The total number of powers a wilder can Neiran and his opponent, a strange wise-woman who lived in the Corlathian Hills. Yet, I saw my friend perish manifest in a day is limited only by her daily power in a burst of flames with such power as to melt the rock points. A wilder simply knows her powers; they are he was standing on. The last I can recall of him is the expression of surprise on his face. I’m sure my face ingrained in her mind. She does not need to prepare was just as surprised, for that power was unexpected. them (in the way that some spellcasters prepare their Thankfully, it did not appear that this woman could spells), though she must get a good night’s sleep each day to regain all her spent power points. repeat such a powerful endeavor often.” The Difficulty Class for saving throws against ~ Feadon Otrecto, Cleric of Illiir, reminiscing about his wilder powers is 10 + the power’s level + the wilder’s youthful travels Charisma modifier. While the psion has adaptability and masses of raw power, the wilder is neither as powerful nor Maximum Power Level Known: A wilder begins play as versatile. However, a wilder can also unleash more with the ability to learn 1st-level powers. As she attains powerful effects, when it is critical to do so, than a higher levels, she may gain the ability to master more psion can. Wilders are most commonly found amongst complex powers. To learn or manifest a power, a wilder must the adherents of the Silence, although there are also members of the Val race and a few Ssethregorans who have a Charisma score of at least 10 + the power’s level. revel in the perceived chaos of the wilder. Abilities: The key ability for a wilder is Wild Surge (Su): A wilder can let her passion and Charisma. A good Constitution is also useful. Multiclassing: Wilders may freely emotion rise to the surface in a wild surge when she manifests a power. During a wild surge, a wilder gains multiclass. 25 CORE CLASSES ▪ Wilder phenomenal psionic strength, but may harm herself by the reckless use of her power (see Psychic Enervation, below). A wilder can choose to invoke a wild surge whenever she manifests a power. When she does so, she gains +1 to her manifester level with that manifestation of the power. The manifester level boost gives her the ability to augment her powers to a higher degree than she otherwise could; however, she pays no extra power point for this wild surge. Instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by the wild surge. Level-dependent power effects are also improved, depending on the power a wilder manifests with her wild surge. This improvement in manifester level does not grant her any other benefits (psicrystal abilities do not advance, she does not gain higher-level class abilities, and so on). She cannot use the Overchannel psionic feat and invoke her wild surge at the same time. At 3rd level, a wilder can choose to boost her manifester level by two instead of one. At 7th level, she can boost her manifester level by up to three; at 11th level, by up to four; at 15th level, by up to five; and at 19th level, by up to six. In all cases, the wild surge effectively pays the extra power point cost that is normally required to augment the power; only the unaugmented power point cost is subtracted from the wilder’s power point reserve. Psychic Enervation (Ex): Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge, a wilder may be overcome by the strain of her effort. The chance of suffering psychic enervation is equal to 10% per manifester level added with the wild surge. A wilder that is overcome by psychic enervation is dazed until the end of her next turn and loses a number of power points equal to her wilder level. Elude Touch (Ex): Starting at 2nd level, a wilder’s intuition supersedes her intellect, alerting her to danger from touch attacks (including rays). She gains a bonus to Armor Class against all touch attacks equal to her Charisma bonus; however, her touch AC can never exceed her Armor Class against normal attacks. Surging Euphoria (Ex): Starting at 4th level, when a wilder uses her wild surge ability, she gains a +1 morale bonus on attack rolls, damage rolls, and saving throws for a number of rounds equal to the intensity of her wild surge. If a wilder is overcome by psychic enervation following her wild surge, she does not gain the morale bonus for this use of her wild surge ability. At 12th level, the morale bonus on a wilder’s attack rolls, damage rolls, and saving throws increases to +2. At 20th level, the bonus increases to +3. Table 2-8: The Wilder 26 Class Level 1st Base Attack Bonus +0 Fort Save +0 Ref Save +0 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Power Maximum Will Points/ Powers Power Level Save Special Day Known Known +2 Wild surge +1, psychic 2 1 1st enervation +3 Elude touch 6 2 1st +3 Wild surge +2 11 2 1st +4 Surging euphoria +1 17 3 2nd +4 Volatile mind (1 power point) 25 3 2nd +5 35 4 3rd +5 Wild surge +3 46 4 3rd +6 58 5 4th +6 Volatile mind (2 power points) 72 5 4th +7 88 6 5th +7 Wild surge +4 106 6 5th +8 Surging euphoria +2 126 7 6th +8 Volatile mind (3 power points) 147 7 6th +9 170 8 7th +9 Wild surge +5 195 8 7th +10 221 9 8th +10 Volatile mind (4 power points) 250 9 8th +11 280 10 9th +11 Wild surge +6 311 10 9th +12 Surging euphoria +3 343 11 9th Swamp Lord of Pit Sith ▪ CORE CLASSES Volatile Mind (Ex): A wilder’s temperamental mind is hard to encompass with the discipline of telepathy. When any telepathy power is manifested on a wilder of 5th level or higher, the manifester of the power must pay 1 power point more than he otherwise would have spent. The extra cost is not a natural part of that power’s cost. It does not augment the power; it is simply a wasted power point. The wilder’s volatile mind can force the manifester of the telepathy power to exceed the normal power point limit of 1 point per manifester level. If the extra cost raises the telepathy power’s cost to more points than the manifester has remaining in his reserve, the power simply fails, and the manifester exhausts the rest of his power points. At 9th level, the penalty assessed against telepathy powers manifested on a wilder is increased to 2 power points. At 13th level, the penalty increases to 3 power points, and at 17th level it increases to 4 power points. As a standard action, a wilder can choose to lower this effect for 1 round. When a wilder is the subject of an Enchantment (Charm) effect, he gains a competence bonus on his saving throw equal to one quarter of his class level (round down). The Swamp Lords are just that; unrivalled masters of the swamp. Knowledge of their training and powers is closely guarded by Pit Sseth, although it is rare that a Swamp Lord is even given instruction. Most Swamp Lords gain their powers by living as hermits in the swamp. There are stories, amongst the Ssethregorans, of Swamp Lords from the time of Emperor Sseth himself who are still living on their own, in the swamps slowly becoming one with the damp, swampy ground they call home. Races: Only Ssanu or those chosen by the masters of Pit Sseth who show promise are granted the knowledge necessary to become a Swamp Lord. Regardless, a swamp lord must be able to use psionics. Abilities: The key abilities for a Swamp Lord are Intelligence and Wisdom, as their casting and manifesting abilities are tied to those. A strong Constitution and Strength are also typically of use to a Swamp Lord. Multiclassing: Swamp Lords may freely multiclass with psion, psychic warrior, druid, and cleric. All other classes are prohibited. They may also multiclass with Hierophant. Class Requirements Race: Must be Ssanu of Pit Sseth, or psionically active Servants of the Serpent Empire It was during the ancient days of the Empire of and chosen by the masters of Pit Sseth. Yhassremore that the Ssanu first encountered psionics. Alignment: Must be true Neutral or Neutral Evil. They came upon a race of short, white-furred creatures, Special: Must worship Kassegore or Yig. known to history as the halflings; these creatures were vicious, cruel, cannibalistic, and most of all, capable Hit Die: d6 of wielding their minds as weapons. The Ssanu, Class Skills realizing the danger of these creatures, drove them The Swamp Lord’s class skills (and the key ability into extinction. Yet, the Ssanu were not finished; they for each skill) are Autohypnosis (Wis), Climb (Str), took with them many of the dead halflings and set to Concentration (Con), Craft (Int), Handle Animal (Cha), discovering how these creatures could use psionics. Knowledge (Arcana) (Int), Knowledge (Geography) Centuries later, the Ssanu discovered the means to both (Int), Knowledge (Nature) (Int), Knowledge (Psionics) implant the ability to use the mind as a weapon into (Int), Knowledge (Religion) (Int), Listen (Wis), other creatures, and how to breed this ability into their Profession (Wis), Psicraft (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Use Magic Device own kind. Device (Cha). In Living Arcanis the following class is (Cha), and Use Psionic st level: (2 + Int) x 5 Skill Points at 1 restricted to denizens of Ssethregore. However, it is conceivable that Ss’ressen val’Sosi that infiltrate Skill Points at Each Additional Level: 3 + Int Ssethregore may be able to receive the training necessary to take levels in these classes. Such a feat Class Features may be possible in the future once the Ss’ressen Weapon and Armor Proficiency: The Swamp Lord is val’Sosi have come of age. proficient with all simple weapons and the following additional weapons: longbow, scimitar, and shortbow. The Swamp Lord is proficient with light and medium Swamp Lord of Pit Sseth Within the dark passages of Pit Sseth, ancient Ssanu plot armor, but is prohibited from wearing metal armor; a and toil to return their kind to the throne of the Empire Swamp Lord is not proficient in any shields. A Swamp Lord who wears prohibited armor they founded. Some look for new means to wrest control loses access to all Supernatural abilities, all Spellfrom the Dark Naga and their Varn deities, while some like Abilities, the ability to manifest power, and the others look back to the ancient powers that granted them unrivalled control over the swamps. During the ability to cast spells while doing so and for 24 hours ancient times of the Yhassremore Empire, the Ssanu of thereafter. Pit Sseth held dominion over the swamps. 27 CORE CLASSES ▪ Swamp Lord of Pit Sith Caster and Manifester Level: The Swamp Lord has the ability to both cast spells and manifest powers. Due to this strange dichotomy of power, the Swamp Lord has some special differences from normal manifesters and casters. When casting a spell or manifesting a power, the Swamp Lord has a manifester or caster level equal to two-thirds his class level (round down), as indicated on the second class table. This reduced caster or manifester level determines all level-dependent effects of the spell or power, such as range, duration, and effect. However, once a spell or power comes into effect, efforts to dispel it must succeed as if the Swamp Lord’s caster or manifester level was equal to his total class level. Example: A 12th-level Swamp Lord casts greater magic fang. The spell is cast as if the Swamp Lord were 8th-level (granting a +2 enhancement bonus), yet if a foe were to try and dispel the effect once the spell was cast, they must succeed against a 12th-level caster. Power Points per Day: A Swamp Lord’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table 2-10: Swamp Lord Casting and Manifesting. In addition, he receives bonus power points per day if he has a high Intelligence score (see Table 2-1: Ability Modifiers and Bonus Power Points). Use the Swamp Lord’s special reduced manifester level to determine bonus power points from having a high ability score, not the entire class level. His race may also provide bonus power points per day, as may certain feats and items. Table 2-9: The Swamp Lord 28 Class Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th Base Attack Bonus +0 +1 +2 +2 +3 +3 +4 +5 +5 +6/+1 +6/+1 +7/+2 +8/+3 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +11/+6/+1 +12/+7/+2 Fort Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Powers Known: A Swamp Lord learns three powers when he gains the ability to manifest powers at second level. Each time thereafter that he achieves a new level, he unlocks the knowledge of a new power, or sometimes more than one power. Choose the powers known from the Swamp Lord class list. A Swamp Lord can manifest any power that has a power point cost equal to or lower than his special reduced manifester level (not his entire class level). The number of times a Swamp Lord can manifest powers in a day is limited only by his daily power points. A Swamp Lord simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points. The Difficulty Class for saving throws against a Swamp Lord’s powers is 10 + the power’s level + the Swamp Lord’s Intelligence modifier. Maximum Power Level Known: A Swamp Lord gains the ability to learn 1st-level powers when he gains the ability to manifest powers. As he attains higher levels, a psion may gain the ability to master more complex powers. To learn or manifest a power, a Swamp Lord must have an Intelligence score of at least 10 + the power’s level. Spells: A Swamp Lord casts divine spells, which are drawn from the Swamp Lord spell list. A Swamp Lord must choose and prepare his spells in advance (see below). Special Solitary Life, Aura of Faith, Domain, Yig’s Corruption Swamp Stride Trackless Step Swamp Healing 1 Entangle (1/day) Ignore Elements Verdant Skin Swamp Healing 2 Entangle (2/day) Domain, Plant Growth (1/week) Kassegore’s Fury Swamp Healing 3 Entangle (3/day) Plant Growth (2/week) Swamp Healing 4 Ageless Swamp Healing 5, Plant Growth (4/week) Swamp Lord of Pit Sith ▪ CORE CLASSES To prepare or cast a spell, a Swamp Lord must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Swamp Lord’s spell is 10 + the spell level + the Swamp Lord’s Wisdom modifier. Like other spellcasters, a Swamp Lord can only cast a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 2-10: Swamp Lord Casting and Manifesting. In addition, he receives bonus spells per day if he has a high Wisdom score. A Swamp Lord also gets one domain spell of each spell level of 1st-level and higher that he can cast. When a Swamp Lord prepares a spell in a domain spell slot, it must come from his domain (see Domain below). If the Swamp Lord has two domains, then he must choose which domain spell of each level to prepare; he may not prepare both (unless they also appear on his usual spell list, in which case he must prepare them in his normal spell slots). Swamp Lords meditate or pray for their spells. Each Swamp Lord must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A Swamp Lord may prepare and cast any spell on the Swamp Lord spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. Solitary Life (Ex): The Swamp Lord may never have a psicrystal, familiar, or animal companion. If he does, he immediately loses all Supernatural abilities, all Spelllike Abilities, the ability to manifest power, and the ability to cast spells. He only regains these abilities 24 hours after the offending companion is dead. Aura of Faith (Su): As a divine caster, a Swamp Lord has a discernable aura of faith. The strength of this aura is equal to the Swamp Lord’s caster level. Domain (Ex): At 1st level, and again at 10th level, the Swamp Lord may select one domain from the list that is normally available to clerics of his chosen god. Once selected, this choice may not be changed. Yig’s Corruption (Ex): At first level, the Swamp Lord starts to transform into a plant creature. This grants him a tougher skin, like bark, which grants a +2 bonus to natural armor. His skin also produces food through photosynthesis, meaning he only needs one-quarter of the food that a normal member of his species requires. Swamp Stride (Ex): A 2nd level and higher, a Swamp Lord may move through any sort of natural swamp or marsh terrain without suffering a penalty to movement. This does not extend to swamp or marsh terrain that have been magically manipulated to impede movement. Trackless Step (Ex): Starting at 3rd level, a Swamp Lord leaves no trail within a swamp and cannot be tracked. He may choose to leave a trail, if desired. Swamp Healing (Su): Beginning at 4th level, the Swamp Lord gains fast healing equal to one-quarter of his Swamp Lord level. This fast healing only applies within marshes and swamps (the definition of such is the jurisdiction of the GM). Table 2-10: Swamp Lord Casting and Manifesting Class Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th Caster and Manifester Level 0 1 2 2 3 4 4 5 6 6 7 8 8 9 10 10 11 12 12 13 Power Points /Day — 2 4 6 11 15 17 25 30 35 46 52 58 72 80 88 106 116 126 147 Powers Known — 3 4 5 7 8 9 11 12 13 15 16 17 19 20 21 22 23 24 25 Maximum Power Level Known — 1st 1st 1st 2nd 2nd 2nd 3rd 3rd 3rd 4th 4th 4th 5th 5th 5th 6th 6th 6th 7th 0th — 3 4 4 4 5 5 5 5 5 5 5 5 6 6 6 6 6 6 6 1st — 1+1 1+1 2+1 2+1 2+1 2+1 2+1 2+1 3+1 3+1 3+1 3+1 3+1 3+1 3+1 3+1 3+1 3+1 3+1 Spells per Day 2nd 3rd 4th 5th — — — — — — — — — — — — — — — — 1+1 — — — 1+1 — — — 2+1 — — — 2+1 1+1 — — 2+1 1+1 — — 2+1 2+1 — — 2+1 2+1 1+1 — 2+1 2+1 1+1 — 3+1 2+1 2+1 — 3+1 2+1 2+1 1+1 3+1 2+1 2+1 1+1 3+1 3+1 2+1 2+1 3+1 3+1 2+1 2+1 3+1 3+1 2+1 2+1 3+1 3+1 3+1 2+1 3+1 3+1 3+1 2+1 6th — — — — — — — — — — — — — — — — 1+1 1+1 2+1 2+1 7th — — — — — — — — — — — — — — — — — — — 1+1 29 CORE CLASSES ▪ Mist Wander Entangle (Sp): At 4th level, the Swamp Lord can exert minor control over the plants around him. This control mimics the entangle spell. The save DC against this effect is 10 plus one-third (round down) your Swamp Lord level plus Wisdom modifier. Mist Wanderer We move within the Silence, we teach within the Silence, and most importantly we operate within the Silence. Conceal your motives, always. Conceal your nature, always. Conceal your existence, always. ~ Dictum of the Mist Wanderer Ignore Elements (Ex): At 6th level, the Swamp Lord may ignore all natural weather effects. They simply The Mist Wanderers are trained within the have no effect on the Swamp Lord’s physiology. Citadel of Silence and serve primarily as sleeper-agents Weather that has been tampered with still affects the of the Silence. They are trained at deception, guile, Swamp Lord. and the ability to mask their own abilities from others. However, some number of Mist Wanderers are also Verdant Skin (Ex): At 7th level, the Swamp Lord’s charged with greater duties than merely watching; they transformation takes another step forward. His anatomy are charged with actively supporting the efforts and has changed such that there is now only a 50% chance goals of the Silence. of a critical hit (or sneak attack) dealing damage. The Races: The Silence have the ability to instill hit still deals damage as a normal hit, but it is more any servant with the ability to use preternatural psionics; difficult to find vital spots. thus a Mist Wanderer may be of any race. As part of this change, the Swamp Lord gains Abilities: The key abilities for a Mist Wanderer a +4 bonus to Natural Armor. This stacks with the are Dexterity and Charisma, as their ability to disguise bonus from Yig’s Corruption. This bonus doubles at their nature is based largely on those two ability scores. 18th level to +8. A strong Intelligence is also useful as their manifesting ability is based off that ability score, and the added Plant Growth (Sp): At 10th level, a Swamp Lord may skills can be important. use the plant growth spell once per week. She gains Multiclassing: Mist Wanderers usually one additional use of this spell at 15th level, and two multiclass with the Rogue class. They find it difficult at 20th level. to receive training in any psionic regimes that are not taught by the Silence itself, since their preternatural Kassegore’s Fury (Su): At 11th level, the Swamp abilities tend to bleed over, usually resulting in the Lord may draw upon the fury, rage and destructive death of the Mist Wanderer. In Living Arcanis, Mist capabilities of Kassegore, the Great Devourer. Once Wanderers may multiclass into rogue, psion, psychic per week, the Swamp Lord may utilize this rage to warrior, soulknife, wilder, and any prestige class duplicate the righteous might spell. At 19th level, he specific to the Silence. gains one additional use of this each week. Class Requirements Ageless (Ex): At 18th level, the Swamp Lord’s type Race: Any race. changes to Plant. This grants him all the benefits and Alignment: Any alignment. drawbacks of the Plant type. He also gains the Aquatic Special: Must be a member of the Mourners in Silence; subtype at this time. Due to his new type, the Swamp must not be devoted to any god. Lord no longer accrues aging penalties. The Swamp Lord still ages, but his natural lifespan is now one- Hit Die: d8 hundred times as long as normal members of his former Class Skills race. The Mist Wanderer’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy Servants of the Silence The Citadel of Silence, the forbidding and remote (Cha), Disguise (Cha), Forgery (Int), Gather Information edifice that it is, serves as one of the training centers (Cha), Intimidate (Cha), Jump (Str), Knowledge (All, of the servants of the Silence. There are many training individually taken) (Int), Listen (Wis), Profession regimes within the Silence; however, the most common (Wis), Psicraft (Int), Sense Motive (Wis), Spellcraft amongst their human and human-blooded servants (Int), Spot (Wis), Swim (Str), Use Magic Device (Cha), is the Mist Wanderer. The training is both rigorous and Use Psionic Device (Cha). st and thorough, teaching the Mist Wanderer to conceal Skill Points at 1 level: (4 + Int) x 4 their abilities through guile and more. However, this Skill Points at Each Additional Level: 4 + Int knowledge comes with a price, for those who would undertake such specific training from the Silence are Class Features forever bound to serve their goals or be destroyed. Weapon and Armor Proficiency: The Mist Wanderer In Living Arcanis any PC who is a member of the is proficient with all simple and martial weapons. The Mourners in Silence may take levels in the Mist Mist Wanderer is proficient with light armor, medium Wanderer class. If the PC ever abandons the Mourners armor, and shields (except tower shields). in Silence, that PC is irrevocably destroyed, with no recourse or means of returning. 30 Mist Wanderer ▪ CORE CLASSES Manifester Level: Beginning at 4th level, a Mist Wanderer has the ability to manifest a number of psionic powers. Through 3rd level, a Mist Wanderer has no manifester level, while at 4th level and higher the Mist Wanderer’s manifester level is one half her Mist Wanderer level. A Mist Wanderer makes use of preternatural psionics and is qualified to learn preternatural powers. Power Points / Day: A Mist Wanderer’s ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on Table 2-11: The Mist Wanderer. In addition, she receives bonus power points per day if she has a high Intelligence score (see Table 2-1: Ability Modifiers and Bonus Powers Points from the System Reference Document). A Mist Wanderer’s class levels only count as half levels (round down) for determining bonus power points (since manifester level determines bonus power points). prepare them (in the way that some spellcaster prepare their spells), though she must get a good night’s sleep each day to regain all her spent power points. The Difficulty Class for saving throws against Mist Wanderer powers is 10 + the power’s level + the Mist Wanderer’s Intelligence modifier. Maximum Power Level Known: A Mist Wanderer gains the ability at 4th level to learn 1st-level powers. As she attains higher levels, she may gain the ability to master more complex powers. To learn or manifest a power, a Mist Wanderer must have an Intelligence score of at least 10 + the power’s level. Aura of Silence (Ex): The Mist Wanderer is psionically aware, gaining the Psionic subtype. However, the source of the Mist Wanderer’s psionic abilities is preternatural. Any attempt to discern the Mist Wanderer’s source of power has a chance of succeeding equal to the Mist Wanderer’s manifester level (minimum 1%, reaching Powers Known: A Mist Wanderer begins play knowing a maximum of 10% at 20th level). However, as the no powers. At 4th level when she gains her manifesting Mist Wanderer does not have a manifester level until abilities, she immediately learns 2 powers and one 4th level, their psionic power source cannot even be additional power at each level thereafter. detected until such a time. Choose the powers known from the Mist Wanderer power list. A Mist Wanderer can manifest Stealthy Nature (Ex): At 2nd level, the Mist Wanderer any power that has a power point cost equal to or lower gains the Stealthy feat as a bonus feat. than her manifester level. The total number of powers a Mist Wanderer can manifest in a day is limited only by Preternatural Saves (Su): A 2nd-level and higher Mist her daily power points. Wanderer gains their Charisma bonus as a bonus to all A Mist Wanderer simply knows her powers; saving throws. This ability is a preternatural psionic they are ingrained in her mind. She does not need to ability. Table 2-11: The Mist Wanderer Class Level 1st 2nd Base Attack Bonus +0 +1 Fort Save +0 +0 Ref Save +2 +3 Will Save +2 +3 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Special Aura of Silence Stealthy Nature, Preternatural Saves Imprint Stone, Mimicry Faithless (+2) Preternatural Immunity Faithless (+3) Touched by Entropy Faithless (+4) Soothing Aura Faithless (+5) Masquerade Power Maximum Points / Powers Power Level Day Known Known 1 --1 --1 1 2 4 6 9 11 14 17 21 25 30 35 41 46 52 58 65 -2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 -1 1 1 1 2 2 2 2 3 3 3 3 4 4 4 4 4 31 CORE CLASSES ▪ Mist Wanderer Imprint Stone (Ex): The Mist Wanderer gains the Soothing Aura (Su): At 16th level, the general lassitude Imprint Stone feat as a bonus feat at 4th level. of the Mist Wanderer becomes strong enough to influence those around her. She may, as a free action, Mimicry (Ex): A Mist Wanderer can attempt to disguise start or stop emitting this aura which has a 10-foot her preternatural powers as normal psionic (or magic) radius. Creatures within the aura suffer a -2 penalty to powers. Whenever the Mist Wanderer starts to manifest attack rolls and saving throws. This is a preternatural a power she may make a Psicraft check with a DC of psionic effect. 20 + power level. Success on this first check allows her to then make the secondary Bluff check. The DC Masquerade (Ex): A 20th-level Mist Wanderer can for the Bluff check is 20 + power level to disguise the create effects, using preternatural psionics, that exactly power as a normal psionic power, or 25 + power level duplicate arcane spells. Add the Arcane Masquerade to disguise the power as an arcane or divine spell. power to the Mist Wanderer’s powers known. If the Mist Wanderer is successful then a Spellcraft or Psicraft check will not reveal the duplicity. If the secondary Bluff check failed, then a DC 20 + power level Spellcraft check or Psicraft check will reveal the duplicity. Failing the initial Psicraft check does not cause the power to fail; however, it also allows people to automatically realize that the Mist Wanderer was using preternatural psionics. This ability does not prevent non-mundane means of detecting preternatural powers from functioning; however, the Mist Wanderer’s Aura of Silence ability does function to impede such detection. Faithless (Ex): A Mist Wanderer believes that the gods are dead, false, or otherwise unable to assist their worshippers. This general lack of faith becomes stronger as the Mist Wanderer reaches higher levels. Starting at 6th level, the Mist Wanderer receives a +2 bonus to all saving throws made to resist divine spells. Every four levels thereafter, this bonus increases by +1 (reaching a maximum of +5 at 18th level). If a divine spell requires no saving throw, but uses an attack to hit, then you receive the above bonus as a dodge bonus to Armor Class instead. If a spell uses both an attack roll and offers a saving throw, you only gain the bonus to saving throws. Preternatural Immunity (Ex): Starting at 8th level, a Mist Wanderer is immune to all diseases, whether supernatural or not. Touched by Entropy (Ex): At 12th level, the influences of the Silence are slowly changing the Mist Wanderer, tainting him with the lightest touches of Entropy. A Mist Wanderer now qualifies to take Entropic feats (without needing to possess the Entropic subtype); however, the Mist Wanderer may not have more than one Entropic feat per six levels (two at level 12, and three at level 18). Furthermore, this ability also grants one Entropic feat as a bonus feat at level 12; the Mist Wanderer must meet all the requirements for the selected feat. 32 Autohypnosis ▪ SKILLS AND FEATS Chapter Three: Skills and Feats can make additional checks for each additional page. You always retain this information; however, you can The skills below are either new skills or new uses and recall it only with another successful Autohypnosis categories for existing skills. All of these skills are used check. Resist Dying: You can attempt to by the various classes and prestige classes within this subconsciously prevent yourself from dying. book. If you have negative hit points and are losing hit points (at 1 per round, Autohypnosis 1 per hour), you can substitute (Wis; Trained Only) a DC 20 Autohypnosis check You have trained your mind to gain mastery over for your d% roll to see if your body and the mind’s own deepest capabilities. you become stable. If the Check: The DC and the effect of a successful check is successful, you check depend on the task you attempt. stop losing hit points (you Task DC do not gain any hit points, Ignore caltrop wound 18 however, as a result of the check). You can substitute Memorize 15 this check for the d% roll Resist dying 20 in later rounds if you are Fear DC Resist fear effect initially unsuccessful. Tolerate poison Poison’s DC Resist Fear: In Willpower 20 response to any fear effect, you make a saving throw Ignore Caltrop Wound: If normally. If you fail the you are wounded by stepping on saving throw, you can make a caltrop, your speed is reduced an Autohypnosis check on to one-half normal. A successful your next round even while Autohypnosis check removes this overcome by fear. If your movement penalty. The autohypnosis check meets wound doesn’t go away— or beats the DC for the fear it is just ignored through effect, you shrug the fear self-persuasion. off. On a failed check, the Memorize: You can fear affects you normally, attempt to memorize a long string and you gain no further of numbers, a long passage of attempts to shrug that verse, or some other particularly particular fear effect off. difficult piece of information Tolerate Poison: (but you can’t memorize magical You can choose to writing or similarly exotic scripts). substitute an Autohypnosis Each successful check allows check for a saving throw you to memorize a single page of against any standard text (up to 800 words), numbers, poison’s secondary diagrams, or sigils (even if you damage or effect. This skill don’t recognize their meaning). If a has no effect on the initial document is longer than one page, you saving throw against poison. Skills Table 3-1: Skill Synergies 5 or more ranks in. . . Gives a +2 bonus on. . . Autohypnosis Knowledge (Psionics) checks Concentration Autohypnosis checks Examine Martial Technique Knowledge (Warfare and Tactics) checks Knowledge (Psionics) Psicraft Knowledge (Science) Craft (Flesh) checks 1 Knowledge (Warfare and Tactics) Examine Martial Technique Psicraft Use Psionic Device checks involving power stones Use Psionic Device Psicraft checks to address power stones 1 The Craft (Flesh) skill does not give Living Arcanis PCs any special abilities or access to any special items. Indeed, it probably provokes revulsion and a potential removal of the character from legal play if used. 33 SKILLS AND FEATS ▪ Concentration Willpower: If reduced to 0 hit points (disabled), you can make an Autohypnosis check. If successful, you can take a normal action while at 0 hit points without taking 1 point of damage. You must make a check for each strenuous action you want to take. A failed Autohypnosis check in this circumstance carries no direct penalty—you can choose not to take the strenuous action and thus avoid the hit point loss. If you do so anyway, you drop to –1 hit points as normal when disabled. Action: None. Making an Autohypnosis check doesn’t require an action; it is either a free action (when attempted reactively) or part of another action (when attempted actively). Try Again: Yes for memorize and willpower uses, though a success doesn’t cancel the effects of a previous failure. No for the other uses. Synergy: If you have 5 or more ranks in Autohypnosis, you get a +2 bonus on Knowledge (psionics) checks. If you have 5 or more ranks in Concentration, you get a +2 bonus on Autohypnosis checks. Concentration (Con) You are particularly good at focusing your mind. The following are additional uses for the concentration skill. Check: You must make a Concentration check whenever you might potentially be distracted (by taking damage, by harsh weather, and so on) while engaged in some action that requires your full attention. Such actions include manifesting a power, concentrating on an active power, directing a power, or using a psi-like ability. If the Concentration check succeeds, you can continue with the action as normal. If the check fails, the action automatically fails and is wasted. If you were in the process of manifesting a power, the power points Concentration DC 1 10 + damage dealt 10 + half of continuous damage last dealt 15 + power level 15 + power level 15 15 Distracting power’s save DC 20 20 are lost. If you were concentrating on an active power, the power ends as if you had ceased concentrating on it. If you were directing a power, the direction fails but the power remains active. If you were using a psi-like ability, that use of the ability is lost. The table below summarizes various types of distractions that cause you to make a Concentration check. If the distraction occurs while you are trying to manifest a power, you must add the level of the power you are trying to manifest to the appropriate Concentration DC. Gain Psionic Focus: Merely holding a reservoir of psionic power points in mind gives psionic characters a special energy. Psionic characters can put that energy to work without actually paying a power point cost—they can become psionically focused as a special use of the Concentration skill. If you have 1 or more power points available, you can meditate to attempt to become psionically focused. The DC to become psionically focused is 20. Meditating is a full-round action that provokes attacks of opportunity. When you are psionically focused, you can expend your focus on any single Concentration check you make thereafter. When you expend your focus in this manner, your Concentration check is treated as if you rolled a 15. It’s like taking 10, except that the number you add to your Concentration modifier is 15. You can also expend your focus to gain the benefit of a psionic feat—many psionic feats are activated in this way. Once you are psionically focused, you remain focused until you expend your focus, become unconscious, or go to sleep, or until your power point reserve drops to 0. Distraction Damaged during the action. 2 Taking continuous damage during the action. 3 Attempting to manifest a power without its display. Attempting to manifest a power defensively. Attempt to regain psionic focus defensively. 5 Entangled. Distracted by nondamaging power. 4 Gain psionic focus. Grappling or pinned. (You can manifest powers normally unless you fail your Concentration check.) Distracting power’s save DC Weather caused by power 4 1 If you are trying to manifest, concentrate on, or direct a power when the distraction occurs, add the level of the power to the indicated DC. 2 Such as during the manifestation of a power with a manifesting time of 1 round or more. Also from an attack of opportunity or readied attack made in response to the power being manifested (for powers with a manifesting time of 1 action) or the action being taken (for activities requiring no more than a full-round action). 3 Such as from standing in natural fire or lava. 4 If the power allows no save, use the save DC it would have if it did allow a save. 5 This check does not replace the normal check for regaining psionic focus; it simply prevents the action from drawing attacks of opportunity. 34 Examine Martial Technique ▪ SKILLS AND FEATS Action: Usually none. In most cases, making a Concentration check doesn’t require an action; it is either a free action (when attempted reactively) or part of another action (when attempted actively). Meditating to gain psionic focus is a full-round action. Try Again: Yes, though a success doesn’t cancel the effects of a previous failure, such as the loss of the power points for a power being manifested or the disruption of a power being concentrated on. Special: You can use Concentration to manifest a power or use a psi-like ability defensively, so as to avoid attacks of opportunity altogether. The DC of the check is 15 + the power’s level. If the Concentration check succeeds, you can manifest normally without provoking any attacks of opportunity. If the Concentration check fails, the power also automatically fails and the power points are wasted, just as if your concentration had been disrupted by a distraction. A character with the Combat Manifestation feat gets a +4 bonus on Concentration checks made to manifest a power or use a psi-like ability while on the defensive or while grappling or pinned. You can also use Concentration to regain your psionic focus defensively, so as to avoid attacks of opportunity. The DC of the check is 15. If the Concentration check succeeds, you can regain your focus normally without provoking any attacks of opportunity. If the Concentration check fails, the attempt also automatically fails and action is disrupted. Synergy: If you have 5 or more ranks in Concentration, you get a +2 bonus on Autohypnosis checks. Examine Martial Technique (Wis; Trained Only) You can discern the training and training methods of your foes. Check: By spending one full round doing nothing but watching an opponent engaged in combat, a character with this skill can analyze the opponent’s prowess. On a successful skill check (DC = 10 + BAB of the target studied) the GM divulges the subject’s total modifiers for attack and damage, and how many of these points are the result of training (i.e., the subject’s level), magic (i.e., spells or magic items), special abilities (i.e., classspecific modifiers or feats), and also what combat style (if any, see the Player’s Guide to Arcanis for details of the Combat Styles of Onara) the target may be using. Opposing Feint in Combat: You may use this skill in place of Sense Motive when making the opposed check to not be subject to a feint. Action: Examining an opponent’s martial technique takes one full round. Try Again: Yes. Synergy: If you have 5 or more ranks in Examine Martial Technique you receive a +2 bonus to Knowledge (Warfare and Tactics) checks. If you have 5 or more ranks in Knowledge (Warfare and Tactics) you receive a +2 bonus to Examine Martial Technique checks. Knowledge (Psionics) (Int) Knowledge (psionics) covers ancient mysteries, psionic traditions, psychic symbols, cryptic phrases, astral constructs, and psionic races. You can use this skill to identify psionic monsters and their special powers or vulnerabilities. Synergy: If you have 5 or more ranks in Knowledge (psionics), you get a +2 bonus on Psicraft checks. If you have 5 or more ranks in Autohypnosis, you get a +2 bonus on Knowledge (psionics) checks. Untrained: An untrained Knowledge (psionics) check is simply an Intelligence check. Without actual training, you know only common knowledge (DC 10 or lower). Knowledge (Science) (Int) Medieval people did not distinguish between science and magic but considered them one and the same. Because Arcanis has some elements of “technology” about it (flintlock weaponry for example), magic and science are most properly represented as distinct areas of study. Knowledge (science) covers behavioral science, mathematics, philosophy, physical science, and other sciences not covered by other knowledge skills. This skill also covers: alchemy, astronomy, chemistry, experimentation, geology, geometry, logic, metallurgy, physics, and psychology. You can use this skill to identify monsters with the clockwork subtype (see Magic of Arcanis and Monsters of Arcanis for details) and their special powers or vulnerabilities. Synergy: If you have 5 or more ranks in the Knowledge (science: metallurgy) specialization, you get a +2 bonus on Craft checks that are directly affected by the smelting and forging of ores. Untrained: An untrained Knowledge (science) check is simply an Intelligence check. Without actual training, you know only common knowledge (DC 10 or lower). Knowledge (Warfare and Tactics) (Int) Most of the knowledge that is covered by this knowledge skill is also covered by other knowledge skills. For example, knowledge (architecture and engineering) might reasonably cover an assessment of siege engineering and fortifications. Recalling the specifics of ancient battles might fall under knowledge (history), and so forth. Knowledge (warfare and tactics) covers armor, arms and weaponry, assessing combat odds, conduct of warfare, defenses, disposing and maneuvering forces in combat, cultural histories of warfare, military history, military leaders, military units, naval warfare, psychological warfare, sapping, siege tactics, strategy, supply lines, tactics, evaluating terrain, trenches and embankments, large troop movements, and war machines. 35 SKILLS AND FEATS ▪ Psicraft Synergy: If you have 5 or more ranks in Knowledge (warfare and tactics), you get a +2 bonus on Examine Martial Technique checks. If you have 5 or more ranks in Knowledge (warfare and tactics), you get a +2 bonus on Spot checks to see enemy troops lying in ambush. If you have 5 or more ranks in Examine Martial Technique, you get a +2 bonus on Knowledge (Warfare and Tactics) checks. Special: Any character with access to Military feats (see the Player’s Guide to Arcanis for details) gains Knowledge (Warfare and Tactics) as a class skill for all classes. Untrained: An untrained Knowledge (warfare and tactics) check is simply an Intelligence check. Without actual training, you know only common knowledge (DC 10 or lower). Psicraft (Int; Trained Only) Use this skill to identify powers as they are manifested or powers already in place. Check: You can identify powers and psionic effects. The DCs for Psicraft checks relating to various tasks are summarized on the table below. Additionally, certain powers allow you to gain information about psionic effects, provided that you make a successful Psicraft check as detailed in the power description. Action: Varies, as noted above. Try Again: See above. Special: A psion gains a +2 bonus on Psicraft checks when dealing with a power or effect from his discipline. If you have the Psionic Affinity feat, you get a +2 bonus on Psicraft checks. Synergy: If you have 5 or more ranks in Psicraft, you get a +2 bonus on Use Psionic Device checks related to power stones. If you have 5 or more ranks in Use Psionic Device, you get a +2 bonus on Psicraft checks to address power stones. Psicraft DC 15 + power level 15 + power level 15 + power level 20 + power level 20 + power level 25 + power level 25 20 30 or higher 36 Research (Int) Use this skill to search a library, or similar written collection of knowledge, for a specific set of information. Check: Given access to a library, you can search for specific information. You may attempt to use a library to answer questions that would normally be answered by a Knowledge skill, even if you do not possess any ranks in that skill. A DC 10 Research check gets you a general idea of a broad topic, assuming it is not secret or censored. The higher the check result, the better the information. If you want to find out about a specific fact, the DC for the check is 15 to 25, or even higher. In general, the DC for the Research check is the same as that for the corresponding Knowledge check. You may choose to take 10 on a Research check. Table 3-2: Research Modifiers Library Size Private (100–200 books) Small (200–2,000 books) Medium (2,000–20,000 books) Large (20,000–200,000 books) Expansive (200,000+ books) Library Specialty Specialization Mis-match General Specialized Match Sub-specialization Match Modifier -10 -5 0 +5 +10 Modifier -10 0 +5 +10 Action: Using the Research skill requires access to a library. A typical Research check takes 1d4+1 hours. Taking 20 on a typical Research check takes about 70 hours spread out over multiple days; when taking 20 you do receive the +2 competence bonus for a successive retry (see below). Libraries may be of various sizes, and may be either general in nature (such as a typical public or Task Identify a power being manifested. (You must sense the power’s display, or see some visible effect, to identify a power.) No action required. No retry. When manifesting detect psionics, determine the discipline involved in the aura of a single item or creature you can see. (If the aura is not a power effect, the DC is 15 + 1/2 manifester level.) No action required. Address a power stone to figure out what power or powers it contains. Identify a power that’s already in place and in effect. You must be able to see or detect the effects of the power. No action required. No retry. Identify materials created or shaped by psionics, such as noting that a particular object was created using a metacreativity power. No action required. No retry. After rolling a saving throw against a power targeted on you, determine what that power was. No action required. No retry. Identify a psionic tattoo. Requires 1 minute. No retry. Draw a diagram to enhance manifestation of psionic dimensional anchor on a summoned creature. Requires 10 minutes. No retry. The player does not see the result of this check. Understand a strange or unique psionic effect, such as the effects of an outcrop of psionically resonant crystal. Time required varies. No retry. Use Psionic Device ▪ SKILLS AND FEATS university library) or highly specialized (such as a library belonging to a sage who only studies certain types of rare herbs).The characteristics of the library can help or hinder you. DC modifiers based on the library’s characteristics are found on Table 3-2: Research Modifiers. If a particular library does not contain the information you seek, a single successful skill check against DC 20 will reveal this fact, but do not include library modifiers for considering that aspect of the check. Large libraries in major cities might offer the services of paid research assistants. A typical research assistant commands a fee of around 2 gold pieces per day (though prices vary widely). Using a research assistant cuts the time needed to perform a typical Research check by 5 percent for each assistant utilized. The maximum reduction you can gain in this fashion is 25 percent, no matter how many research assistants you employ, because you still have to take time to coordinate and review their efforts. A truly cosmopolitan library (of which there are only a handful in the world of Arcanis) might even be able to provide you with a reference to one or more senior librarians or local sages, whose fees are much higher (at least 20 gp per day) but who are better able to guide your research due to their encyclopedic knowledge of which tomes are and are not contained in the library. Employing expert help can reduce the time needed to perform research by anywhere from 25 percent to 50 percent or more, depending on how much you are willing to pay and the GM’s assessment of how useful their help will be. Try Again: Yes, but it takes time for each check. You get a non-cumulative +2 competence bonus for successive retries on the same search. Special: The GM may declare that any particular fact is easier or harder to find in a particular library, and some libraries will not cover some topics at all. The size and specialization (if any) of the library used strongly affects the results of your research as per the table above. Specialized libraries have books pertaining primarily to a specific topic. For example, researching religion at a large library specialized in history gives the same net modifier as using a small general library. Researching the history of Coryan in a private library with a sub-specialization in Coryani history gives the same net modifier as a medium general library. Synergy: If you have at least 1 rank in the appropriate knowledge skill for the topic you are researching, you get a +1 synergy bonus on the Research check. If you have 5 or more ranks in the appropriate knowledge skill, you instead get a +2 synergy bonus on the Research check. Restriction: Literacy is obviously a prerequisite for the use of this skill. If the library has a fair number of books written in different languages, the GM should assign a penalty to Research skill checks if the character is only able to read some of the languages. Untrained: An untrained character takes twice as long to perform research as a trained character. Thus, an untrained character needs 2d4+2 hours to attempt a typical Research check. Use Psionic Device (Cha; Trained Only) Use this skill to activate psionic devices, including power stones (chunks of crystal that store specific powers) and dorjes (slender crystal wands charged with several uses of the same power), that you otherwise could not activate. Check: You can use this skill to address a power stone (to learn what powers are encoded on it) or to activate a psionic item. This skill lets you use a psionic item as if you had the manifesting ability or class features of another class, as if you were a different race, or as if you were a different alignment. You make Use Psionic Device checks each time you activate a device such as a dorje. If you are using the check to emulate an alignment or some other quality in an ongoing manner, you need to make the relevant emulation checks once per hour. You must consciously choose what to emulate. That is, you must know what you are trying to emulate when you make an emulation check. The DCs for various tasks involving Use Psionic Device are summarized on the table below. Use Psionic Device DC 25 25 + power level See text 30 20 25 20 20 + manifester level Task Activate blindly Address a power stone Emulate an ability score Emulate an alignment Emulate a class feature Emulate a race Use a dorje Use a power stone Activate Blindly: Some psionic items are activated by special specific thoughts or conceptions. You can activate such items as if you were using the activation method, even if you’re not and even if you don’t know it. You do have to use something equivalent. You have to wave the item around or otherwise attempt to get it to activate. You get a special +2 bonus if you’ve activated the item at least once before. If you fail the check by 10 or more, you suffer brainburn. This brainburn affects you in the same way as brainburn that can occur when you attempt to manifest a power from a power stone, except that the damage is 1d4 points per power level instead of 1d6. Brainburn damage from activating blindly is in addition to brainburn damage from manifesting a power from a power stone. Address a Power Stone: Successfully addressing a power stone allows you to find out what power or powers it contains. Doing this requires 1 minute of concentration. Emulate an Ability Score: To manifest a power from a power stone, you need a high ability score in the appropriate ability. Your effective ability score (appropriate to the class you’re emulating when you try to manifest the power from the power stone) is your check result minus 15. If you already have a high enough score in the appropriate ability, you don’t need to make this check. 37 SKILLS AND FEATS ▪ Feat List Emulate an Alignment: Some psionic items have positive or negative effects based on your alignment. Use Psionic Device lets you use these items as if you were of an alignment of your choice. You can emulate only one alignment at a time. Emulate a Class Feature: Sometimes you need to use a class feature to activate a psionic item. Your effective level in the emulated class equals your check result minus 20. This skill does not let you use the class feature of another class. It just lets you activate items as if you had the class feature. If the class whose feature you are emulating has an alignment requirement, you must meet it, either Table 3-3: Feats General Feats Antipsionic Magic 1 Prerequisites Spellcraft 5 ranks Autonomous — Chaotic Mind 1 Cha 15, chaotic alignment Cloak Dance Hostile Mind Hide 10 ranks, Perform (dance) 2 ranks — Dex 15, base attack bonus +5 Ability to channel 6, base Will save +5 Iron Will Dex 17, Manyshot, Point Blank Shot, Rapid Shot, base attack bonus +6 Cha 15 Improved Levitation Ability to levitate Closed Mind 1 Deadly Precision Extra Channeling Force of Will 1 Greater Manyshot 2 Expert Levitation Knowledge of Millennia A 38 honestly or by emulating an appropriate alignment as a separate check (see above). You cannot emulate a class level higher than 20 using this skill. Emulate a Race: Some psionic items work only for certain races, or work better for those of certain races. You can use such an item as if you were a race of your choice. You can emulate only one race at a time. Use a Dorje: Normally, to use a dorje, you must have the dorje’s power on your class power list. This use of the skill allows you to use a dorje as if you had a particular power on your class power list. This Improved Levitation, Int 19 Legionnaire 3 Int 20, Wis 15, must be 1,000 years or older Native of the Coryani Empire Mental Resistance 1 Mind Over Body Base Will save +2 Con 13 Open Minded Psionic Affinity Psionic Hole 1 Rapid Metabolism Reckless Offense Riposte 2 Sidestep Charge — — Con 15 Con 13 Base attack bonus +1 Combat Expertise, Weapon Finesse, base attack bonus +6 Dex 13, Dodge Stand Still Str 13 Strength of the Coryani Heart Voices in the Silence 1 R Native of the Coryani Empire Wild Talent R — Iron Will Benefit +2 bonus to caster level checks to overcome power resistance +2 bonus to Autohypnosis and Knowledge (psionics) checks Psionic insight bonuses do not apply when used against you or protecting against your attacks. Use movement to obscure your position. +2 bonus to saving throws against psionics. Reroll 1s on sneak attack dice. Gain two (or more) additional channeling uses each day. You can avoid psionic effects using your mind. You are skilled at firing many arrows at once, even at different opponents. Your mind recoils violently against those who use psionics against you. You have an uncanny knack at controlling yourself while levitating. You are adept at fighting while levitating and accrue penalties at a slower rate. +4 bonus to all knowledge skills and use any two knowledge skills untrained. Skill bonuses, starting equipment and access to Military feats Gain damage reduction against psionic attacks. You heal ability damage and burn more quickly than normal. You gain 5 skill points. +2 bonus to Psicraft and Use Psionic Device checks. Psionic foes lose power points when they attack you. You heal damage more quickly than normal. Sacrifice Armor Class for an attack bonus. You can take attacks of opportunity against foes that miss you while you are fighting defensively. You are adept at dodging charging foes and taking advantage when they miss. Your attacks of opportunity can halt an opponent in their tracks. You gain holy bonuses when outnumbered. You have a limited resistance to preternatural psionics. Your latent psionic power flares to life. Feat List ▪ SKILLS AND FEATS use of the skill applies to other power trigger psionic items, if applicable. Use a Power Stone: Normally, to manifest a power from a power stone, you must have the power stone’s power on your class power list. This use of the skill allows you to use a power stone as if you had a particular power on your class power list. The DC is equal to 20 + the manifester level of the power you are trying to manifest from the power stone. Note: Before you use a power stone, you must first have addressed it to determine what powers it contains. In addition, manifesting a power from a power stone requires a minimum score (10 + power level) in the appropriate ability. If you don’t have a high enough score, you must emulate the ability score with a separate check (see above). This use of the skill applies to other power completion psionic items. Action: None. The Use Psionic Device check is made as part of the action (if any) required to activate the psionic item. Try Again: Yes, but if you ever roll a natural 1 while attempting to activate an item and you fail, you can’t try to activate it again for a day. Special: You cannot take 10 with this skill. You can’t aid another on Use Psionic Device checks. Only the user of the item can attempt such a check. A character with the Psionic Affinity feat gets a +2 bonus on Use Psionic Device checks. In Living Arcanis, a character whose skill list includes Use Psionic Device automatically adds Use Magic Device to his or her class skill list as well. Similarly, any character with Use Magic Device on a class skill list automatically adds Use Psionic Device to his or her class skill list. Synergy: If you have 5 or more ranks in Psicraft, you get a +2 bonus on Use Magic Device checks related to power stones. If you have 5 or more ranks in Use Psionic Device, you get a +2 bonus on Psicraft checks to address power stones. Psionic Feats Prerequisites Benefit Aligned Attack 4 Combat Manifestation Base attack bonus +6 — Dual Construct Expanded Insight Focused Sunder 4 Manifester level 9th Manifester level 3rd Str 13, Power Attack, Improved Sunder Skill Focus (any two) Base attack bonus +3 Attack gains alignment, +1d6 damage. +4 bonus on Concentration checks for defensive manifesting You can maintain two astral constructs at once. Learn one additional power from your class list. Ignore half of a weapon’s hardness when resolving a sunder attempt. +2 bonus to two skills. Gain two attempts to strike an incorporeal creature. You can strike incorporeal foes with impunity. Focused Training 5 Ghost Attack 5 Greater Ghost Attack 4 Improved Counter-Manifesting Inner Fury Inquisitor 4 Mental Gymnastics 4 Mental Leap 4 Mind Blade Arsenal Narrow Mind Overchannel Talented 4 Body Fuel Power Penetration 4 Improved Power Penetration 4 Power Specialization Greater Power Specialization Ghost Attack, base attack bonus +9 — You can counter a power using one of higher level from the same discipline. Rage 6, manifester level 6th Spend power points to extend your rage. Wis 13 +10 bonus on Sense Motive checks to oppose Bluff Dex 17, Tumble 5 ranks +10 bonus on Tumble checks Str 13, Jump 5 ranks +10 bonus on Jump checks Mind blade 6, shape mind blade You are not limited in the shape of your mind 6, base attack bonus +10, martial blade. weapon proficiency (all) Wis 13 +4 bonus on Concentration checks to become psionically focused — Take damage to increase your manifester level. Overchannel Take no damage from overchanneling some powers. Overchannel, Talented Gain power points by burning ability scores. — Power Penetration, manifester level 8th Weapon Focus (ray), manifester level 4th Power Specialization, Weapon Focus (ray), manifester level 12th +4 bonus to defeat power resistance +8 total bonus to defeat power resistance +2 bonus damage to damaging powers. +4 total bonus damage to damaging powers. 39 SKILLS AND FEATS ▪ Feat List Psionic Feats Prerequisites Benefit Prodigy (Psionic) 3 Manifester level 1st Psicrystal Affinity Improved Psicrystal Psicrystal Focus Psionic Body Psionic Dodge 5 Psionic Defense 5 Manifester level 1st Psicrystal Affinity Psicrystal Affinity, manifester level 3rd — Dex 13, Dodge Dex 15, Psionic Dodge, Dodge Once per day, increase your primary manifesting ability score by 4 for determining the DC and effects of one power. Obtain a psicrystal. Enhance your psicrystal. You can store a psionic focus in your psicrystal. Psionic Endowment 4 Greater Psionic Endowment 4 Psionic Fist 4 — Psionic Endowment Str 13 Greater Psionic Fist 4 Rapid Shaping Str 13, Psionic Fist, base attack bonus +5 Str 13, Psionic Weapon, base attack bonus +5 Wis 13, Concentration 7 ranks Point Blank Shot Dex 13, Point Blank Shot, Psionic Shot, base attack bonus +5 Point Blank Shot, Psionic Shot, Fell Shot Point Blank Shot, Psionic Shot, base attack bonus +5 Having power points Str 13 Str 13, Psionic Weapon, base attack bonus +5 Str 13, Psionic Weapon, base attack bonus +5 Str 13, Psionic Weapon, sneak attack +2d6 Str 13, Climb 5 ranks Free draw 6 and mind blade 6 or shadow blade 6 Shape mind blade 6 Speed of Thought 5 Greater Speed of Thought 5 Wis 13 Wis 15, Speed of Thought Psionic Charge 4 Up the Walls 5 Wounding Attack 4 Wis 13, Speed of Thought Wis 13 Base attack bonus +8 Unavoidable Strike 4 Psionic Meditation Psionic Shot 4 Fell Shot 4 Return Shot 4 Greater Psionic Shot 4 Psionic Talent Psionic Weapon 4 Deep Impact 4 Greater Psionic Weapon 4 Psionic Hamstring Psychic Ascent 4 Rapid Forming +2 hit points for each psionic feat you have. +1 dodge bonus to AC Increased dodge bonus to AC when acting defensively. Add +1 to power’s save DC. Add +2 to power’s save DC. Unarmed attack or natural weapon deals +2d6 damage. Unarmed attack or natural weapon deals +4d6 damage. Resolve unarmed or natural weapon attack as melee touch attack. Become psionically focused as a move action. Ranged weapon deals +2d6 damage. Resolve ranged attack as ranged touch attack. Deflect ranged attacks back at attacker. Ranged weapon deals +4d6 damage. Gain additional power points. Melee weapon deals +2d6 damage. Resolve melee attack as touch attack. Melee weapon deals +4d6 damage. Sneak attack strikes combined with psionic weapon can hamper your foe’s movement. +10 bonus on Climb checks Forming your psychic weapon is an immediate action. You can shape your mind blade as a move action. +10 feet to speed in light or medium armor. +20 feet to speed in light or medium armor; +10 ft. in heavy armor Charge while taking erratic course to foe. Run on walls and ceilings. Wound opponents with your attack. Psionic Item Creation Feats Prerequisites Craft Cognizance Crystal Craft Dorje Craft Psicrown Craft Psionic Arms and Armor Craft Psionic Construct R Craft Universal Item Imprint Stone Scribe Tattoo 40 Benefit 3rd Manifester level Manifester level 5th Manifester level 12th Manifester level 5th Craft Psionic Arms and Armor, Craft Universal Item Manifester level 3rd Manifester level 1st Manifester level 3rd Create cognizance crystals. Create dorjes. Create psicrowns. Create psionic arms and armor. Create psionic constructs. Create universal psionic items. Create power stones. Create psionic tattoos. General Feats ▪ SKILLS AND FEATS Metapsionic Feats Prerequisites Benefit Astral Empathy Suffer damage to create tougher astral constructs. Burrowing Power 4 Chain Power 4 Delay Power 4 Empower Power 4 Energy Focus 7 Energy Gestalt 7 Manifester level 5th, must be able to manifest astral construct Manifester level 6th, Psicrystal Affinity, Psicrystal Focus — — — — Manifester level 5th Manifester level 8th, Energy Focus Enlarge Power 4 Extend Power 4 Heighten Power 4 Inquisition Power 4 Maximize Power 4 Opportunity Power 4 Quicken Power 4 Split Psionic Ray 4 Twin Power 4 Unconditional Power 4 Widen Power 4 — — Manifester level 3rd Any other metapsionic feat — — — Any other metapsionic feat — — — Bind Astral Construct Entropic Feats Corrupting Power 4R Entropic Blast R Entropic Smite R Feat Category Prerequisites Benefit Metapsionic — Psionic General Manifester level 5th Smite ability 6 Inflict 1 negative level in addition to power’s effect. Channel extra psionic energy into a power. Replace your normal smite damage with entropic damage. Regain power points by consuming brains. Recall memories from a consumed brain. Food for Thought R Psionic Taste of Knowledge R Psionic Improved Natural Psionics Psionic R Create an astral construct that has intelligence by binding your psicrystal into the construct. Bypass a barrier when manifesting a power. Choose additional targets with power. Delay the effect of a power for up to 5 rounds. Increase power’s variable, numeric effects by 50%. Powers of a chosen energy type deal additional damage. Regain 1 power points anytime the Energy Focus feat is used. Double power’s range. Double power’s duration. Raise the level of a power. Exclude allies from the effects of the power. Maximize power’s variable, numeric effects. Make attacks of opportunity with touch powers. Manifest powers as a free action. Split one ray attack into two Manifest power twice. Manifest power despite character condition. Double power’s area. Manifester level 1st Food for Thought, base Fortitude save +5 Racial psi-like abilities Increase your racial psi-like abilities manifester level by two. You cannot take or use this feat if you have the ability to use powers, possess a power point reserve, or have psi-like abilities. 2 A fighter may select this feat as a bonus feat. 3 This is a background feat and can only be taken at 1st level. 4 You must expend your psionic focus to use this feat. See the Concentration skill description, page 34. 5 You must be psionically focused to use this feat. See the Concentration skill description, page 34. 6 This is a class ability. 7 This feat only takes effect if you retain your psionic focus at the end of manifesting. See the Concentration skill description, page 34. A There are alternate requirements for this feat in Living Arcanis. R This feat is restricted in Living Arcanis and may only be taken with campaign documentation. 1 General Feats This bonus stacks with the bonus conferred General feats may be taken by any character that meets by Spell Penetration and Greater Spell Penetration. Moreover, whenever a psionic creature attempts to their listed prerequisites. dispel a spell you cast, it makes its manifester level check against a DC of 13 + its manifester level. Antipsionic Magic [General] The benefits of this feat apply only to power Your spells are more potent when used against psionic resistance. characters and creatures. The bonus does not apply to spell resistance. Prerequisite: Spellcraft 5 ranks. This is an exception to the psionics–magic transparency Benefit: You get a +2 bonus on caster level checks rule. made to overcome a psionic creature’s power resistance Special: You cannot take or use this feat if you have the (even the power resistance of entropic or preternatural ability to use powers (if you have a power point reserve creatures). or psi-like abilities). 41 SKILLS AND FEATS ▪ General Feats Autonomous [General] Expert Levitation [General] You have a knack for psionic self-sufficiency. Your control of levitation is unparalleled. Benefit: You get a +2 bonus on all Autohypnosis Prerequisites: Improved Levitation, Intelligence 19. checks and Knowledge (psionics) checks. Benefit: While levitating, you do not start to accrue the fighting penalties for the first three rounds. On the fourth round, and onwards, you begin to accrue the Chaotic Mind [General] on attack rolls (reaching The turbulence of your thoughts prevents others from normal cumulative –1 penalty th round). Furthermore, it is a maximum of –5 on the 8 gaining insight into your actions. now a standard action for you to stabilize yourself. Prerequisite: Chaotic alignment, Cha 15. Normal: You suffer a cumulative Benefit: Creatures and characters who have an penalty on attack rolls starting at -1 insight bonus on their attack rolls, an and reaching a maximum of -5. It is a insight bonus to their Armor Class, full-round action to stabilize yourself or an insight bonus on skill checks and return the penalty to -1. or ability checks do not gain those Special: Each time you take this feat, bonuses against you. the number of rounds you may spend The benefit of this feat applies fighting while levitating without only to insight bonuses gained accruing the fighting penalties from psionic powers and psi-like increases by 3. The second time abilities. This is an exception to you take this feat, the time needed the psionics–magic transparency to stabilize yourself is reduced to a rule. move action. Special: You cannot take or use this feat if you have the ability to use powers (if you have a power Extra Channeling [General] point reserve or psi-like abilities). Your ability to channel the divine energy of your patron god is greater than most can Cloak Dance [General] achieve. You are skilled at using optical Prerequisites: Ability to tricks to make yourself seem to be channel, base Will save +5. where you are not. Benefit: You gain two Prerequisites: Hide 10 ranks, additional channeling uses Perform (dance) 2 ranks. each day. Benefit: You can take a move Special: You may select this action to obscure your exact feat multiple times; each position. Until your next turn, time you gain a number of you have concealment (20% miss channeling uses equal to the chance). Alternatively, you can take a number granted by the previous full-round action to entirely obscure your selection, plus one (two uses for exact position. Until your next action, you have total the first time, three for the second concealment (50% miss chance). time this feat is taken, four for the third and so on). Closed Mind [General] Your mind is better able to resist psionics than normal. Benefit: You get a +2 bonus on all saving throws to resist powers. The benefit of this feat applies only to psionic powers and psi-like abilities. This is an exception to the psionics–magic transparency rule. Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities). Force of Will [General] You are able to resist psionic attacks with extreme force of will. Prerequisite: Iron Will. Benefit: Once per round, when targeted by a psionic effect that allows a Reflex save or a Fortitude save, you can instead make a Will saving throw to avoid the effect. The benefit of this feat applies only to psionic powers and psi-like abilities. This is an exception to the psionics–magic transparency rule. Special: You cannot take or use this feat if you have the Deadly Precision [General] ability to use powers (if you have a power point reserve You empty your mind of all distracting emotion, or psi-like abilities). becoming an instrument of deadly precision. Prerequisite: Dex 15, base attack bonus +5. Benefit: You have deadly accuracy with your sneak Greater Manyshot [Fighter, General] attacks. You can reroll any result of 1 on your sneak You are skilled at firing many arrows at once, even at attack’s extra damage dice. You must keep the result of different opponents. Prerequisites: Dex 17, Manyshot, Point Blank Shot, the reroll, even if it is another 1. Rapid Shot, base attack bonus +6. 42 General Feats ▪ SKILLS AND FEATS Benefit: When you use the Manyshot feat, you can fire each arrow at a different target instead of firing all of them at the same target. You make a separate attack roll for each arrow, regardless of whether you fire them at separate targets or the same target. Your precisionbased damage applies to each arrow fired, and, if you score a critical hit with more than one of the arrows, each critical hit deals critical damage. Special: A fighter may select this feat as one of his fighter bonus feats. Hostile Mind [General] Your mind recoils violently against those who use psionics against you. Prerequisite: Cha 15. Benefit: Whenever you are subject to a power from the telepathy discipline (regardless of whether the power is harmful or beneficial to you), the manifester must make a Will saving throw against a DC of 10 + 1/2 your character level + your Charisma bonus or take 2d6 points of damage. The benefit of this feat applies only to psionic powers and psi-like abilities. This is an exception to the psionics–magic transparency rule. Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities). Improved Levitation [General] Your have an uncanny knack at controlling yourself while levitating. Prerequisites: Ability to levitate (either as the spell, power, or as a spell-like or psi-like ability). Benefit: You may take a 5-foot step horizontally while levitating. This counts as a normal 5-foot-step, and should be treated the same as if you were on stable ground. Alternatively, when spending the necessary action to move vertically, you may elect to move only at most 15 feet vertically and include 5 feet of horizontal movement within that action; if you do so then you may not take a 5-foot-step that round. Normal: You may only move horizontally when levitating by clambering along a surface, or by being towed by a rope or other device. Special: It is intentional that only those who can cast, manifest, or use levitate themselves can take this feat. Only creatures that are intimately familiar with the ability to levitate can truly master it; others only gain a passing familiarity with it. Knowledge of Millennia [General] You have seen many things in your ancient existence, and the knowledge of your forbearers flows through you also. This gives you a great store of knowledge to draw upon. Prerequisites: Intelligence 17, Wisdom 15, must be 1,000 years of age or older. Benefit: You gain a +4 bonus to all Knowledge skills. Furthermore, select any two Knowledge skills; you may now use these untrained. Special: An Elorii with the Memories of Lives Past feat may ignore the age requirement for this feat. This is the only normal means for a Living Arcanis character to take this feat. Legionnaire [Background] “For Duty and Honor” You have served in the legions of the Coryani Empire. Prerequisite: Native of the Coryani Empire. Benefit: You have been, or still are, a Legionnaire. You are proficient with light and medium armor, and all shields, including tower shields. You gain Martial Weapon Proficiency (gladius) or if you have a class that grants proficiency with all martial weapons you gain Exotic Weapon Proficiency (gladius) instead. You gain Exotic Armor Proficiency (lorica segmentata) for free. You also gain access to the Military feat category and gain fighter as an additional favored class. You gain a +1 circumstance bonus to all Diplomacy skill checks when dealing with Coryani citizens, as you have gained the respect of your fellow countrymen. You begin play with a gladius, pilum, and tower shield in addition to the equipment you purchase with your starting funds. You have been tattooed with the symbol of your legion, and all Legionnaires can recognize the tattoos of most currently active legions (see Player’s Guide to Arcanis, second printing page 183, for a listing of some of the known legions, past and present). You may choose the legion of your service, with certain exceptions. Legion names with a line through them are not eligible choices. Note: See the Legionnaire Armaments sidebar on Page 13 for details of the normal Legionnaire equipment and its game statistics. Mental Resistance [General] Your mind is armored against mental intrusion. Prerequisite: Base Will save bonus +2. Benefit: Against psionic attacks that do not employ an energy type to deal damage you gain damage reduction 3/–. In addition, when you are hit with ability damage (but not ability drain or ability burn damage) from a psionic attack, you take 3 points less than you would normally take. The benefit of this feat applies only to psionic powers and psi-like abilities. This is an exception to the psionics–magic transparency rule. Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities). Mind Over Body [General] Your ability damage heals more rapidly. Prerequisite: Con 13. Benefit: You heal ability damage and ability burn damage more quickly than normal. You heal a number of ability points per day equal to 1 + your Constitution bonus. Normal: You heal ability damage and ability burn damage at a rate of 1 point per day. 43 SKILLS AND FEATS ▪ General Feats Open Minded [General] You are naturally able to reroute your memory, mind, and skill expertise. Benefit: You immediately gain an extra 5 skill points. You spend these skill points as normal. If you spend them on a cross-class skill, they count as 1/2 ranks. You cannot exceed the normal maximum ranks for your level in any skill. Special: You can gain this feat multiple times. Each time, you immediately gain another 5 skill points. Psionic Affinity [General] You have a knack for psionic endeavors. Benefit: You get a +2 bonus on all Psicraft checks and Use Psionic Device checks. Psionic Hole [General] you have been trained to make an immediate counterattack. Prerequisites: Combat Expertise, Weapon Finesse, Base attack bonus +6. Benefit: When you are fighting defensively, you may choose to make an immediate Attack of Opportunity against any foe that attacks you in melee and misses your Armor Class by 4 points or more. This attack counts against your total number of Attacks of Opportunity for the round. If you do not have any Attacks of Opportunity remaining, then you cannot take advantage of this feat. You may only use the Riposte feat with a weapon that can also be used with the Weapon Finesse feat. Although a riposte uses up one of your Attacks of Opportunity for the round, you may not make more than a single riposte attack against the same foe in the same combat round, even if that foe attacks and misses you by at least 4 points more than once during the round (for example, during a full attack sequence). This does not affect your ability to make additional Attacks of Opportunity against that foe during that round for other reasons not related to this feat, such as the foe moving through your threatened area. Special: A 17th level and higher Rhi’zen is not limited to making a single Riposte attack against a specific foe during a single combat round; see the Rhi’zen class for details. You are an anathema to psionic creatures and characters. Prerequisite: Con 15. Benefit: When a foe strikes you in melee combat, the foe immediately loses its psionic focus, if any. Also, if you are the target of a power, the manifester of the power must spend an additional number of power points equal to your Wisdom bonus, or the power fails (all of the power points spent on the power are still lost). This extra cost does not count toward the maximum power points a manifester can spend on a single power. Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve Sidestep Charge [General] You are skilled at dodging past charging opponents and or psi-like abilities). taking advantage when they miss. Prerequisite: Dex 13, Dodge. Rapid Metabolism [General] Benefit: You get a +4 dodge bonus to Armor Class Your wounds heal rapidly. against charge attacks. If a charging opponent fails Prerequisite: Con 13. to make a successful attack against you, you gain an Benefit: You naturally heal a number of hit points per immediate attack of opportunity. This feat does not day equal to the standard healing rate + double your grant you more attacks of opportunity than you are Constitution bonus. You heal even if you do not rest. normally allowed in a round. If you are flat-footed or This healing replaces your normal natural healing. If otherwise denied your Dexterity bonus to Armor Class, you are tended successfully by someone with the Heal you do not gain the benefit of this feat. skill, you instead regain double the normal amount of hit points + double your Constitution bonus. Stand Still [General] Reckless Offense [General] You can shift your focus from defense to offense. Prerequisite: Base attack bonus +1. Benefit: When you use the attack action or full attack action in melee, you can take a penalty of –4 to your Armor Class and add a +2 bonus on your melee attack roll. The bonus on attack rolls and penalty to Armor Class last until the beginning of your next turn. Special: The benefits of this feat do stack with those granted by the Heedless Assault or Heedless Charge feats (see the Player’s Guide to Arcanis). If you use the Power Attack feat while using this feat, the penalty to your armor class is double, but the bonus to attack is unchanged. Riposte [Fighter, General] When an opponent misses you with a melee attack, 44 You can prevent foes from fleeing or closing. Prerequisite: Str 13. Benefit: When a foe’s movement out of a square you threaten grants you an attack of opportunity, you can give up that attack and instead attempt to stop your foe in his tracks. Make your attack of opportunity normally. If you hit your foe, he must succeed on a Reflex save against a DC of 10 + your damage roll (the opponent does not actually take damage), or immediately halt as if he had used up his move actions for the round. Since you use the Stand Still feat in place of your attack of opportunity, you can do so only a number of times per round equal to the number of times per round you could make an attack of opportunity (normally just one). Normal: Attacks of opportunity cannot halt your foes in their tracks. General Feats ▪ SKILLS AND FEATS Wild Talent [General] Your mind wakes to a previously unrealized talent for psionics. Benefit: Your latent power of psionics flares to life, conferring upon you the designation of a psionic character. As a psionic character, you gain a reserve of 2 power points and can take psionic feats, metapsionic feats, and psionic item creation feats. You do not, however, gain the ability to manifest powers simply by virtue of having this feat. Special: In Living Arcanis this feat is restricted and may only be taken by characters who have appropriate campaign documentation. Characters who receive this feat as a bonus feat from a class are considered to have the needed documentation. Psionic Feats Strength of the Coryani Heart [General] Love of the Empire is etched into your heart and the strength it lends you is astonishing. You become inspired whenever fighting overwhelming numbers of enemies. Prerequisites: Native of the Coryani Empire. Benefit: When facing insurmountable odds, you can draw upon the strength of the empire that burns in your heart. You gain a +2 holy bonus on all saving throws versus fear effects. Also, when facings odds of 5 to 1 or greater, you gain a +2 holy bonus on all of your attack rolls, damage rolls, and saving throws (giving you a +4 total bonus on saves against fear). Voices in the Silence [General] You have some type of resistance to preternatural psionics. Prerequisite: Iron Will. Benefit: You receive a +2 bonus to saving throws made to resist preternatural psionic powers and effects. If the preternatural effect does not have a saving throw, then you instead receive a +2 bonus to your Armor Class against any required attack to deliver the effect. The benefits of this feat only apply to preternatural psionic powers and effects. Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities). Special: In Living Arcanis this feat is restricted and may only be taken by characters who have appropriate campaign documentation. Psionic feats are available only to characters and creatures with the ability to manifest powers. (In other words, they either have a power point reserve or have psi-like abilities.) Because psionic feats are supernatural abilities—a departure from the general rule that feats do not grant supernatural abilities—they cannot be disrupted in combat (as powers can be) and generally do not provoke attacks of opportunity (except as noted in their descriptions). Supernatural abilities are not subject to power resistance and cannot be dispelled; however, they do not function in areas where psionics are suppressed, such as a null psionics field. Leaving such an area immediately allows psionic feats to be used. Many psionic feats can be used only when you are psionically focused; others require you to expend your psionic focus to gain their benefit. Expending your psionic focus does not require an action; it is part of another action (such as using a feat). When you expend your psionic focus, it applies only to the action for which you expended it. Aligned Attack [Psionic] Your melee or ranged attack overcomes your opponent’s alignment-based damage reduction and deals additional damage. Prerequisite: Base attack bonus +6. Benefit: When you take this feat, choose either chaos, good, evil, or law. (Your choice must match one of your alignment components. Once you’ve made this alignment choice, it cannot be changed. To use this feat, you must expend your psionic focus. When you make a successful melee or ranged attack, you deal an extra 1d6 points of damage, and your attack is treated as either a good, evil, chaotic, or lawful attack (depending on your original choice) for the purpose of overcoming damage reduction. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus. 45 SKILLS AND FEATS ▪ Psionic Feats Body Fuel [Psionic] You can expand your power point total at the expense of your health. Prerequisite: Overchannel, Talented. Benefit: You can recover 2 power points by taking 1 point of ability burn damage to each of your three physical ability scores: Strength, Dexterity, and Constitution. You can recover additional power points for a proportional cost to Strength, Dexterity, and Constitution. These recovered points are added to your power point reserve as if you had gained them by resting overnight. Special: Only living creatures can use this feat. You can take advantage of this feat only while in your own body. Combat Manifestation [Psionic] You are adept at manifesting powers in combat. Benefit: You get a +4 bonus on Concentration checks made to manifest a power or use a psi-like ability while on the defensive or while you are grappling or pinned. Deep Impact [Psionic] You can strike your foe with a melee weapon as if making a touch attack. Prerequisite: Str 13, Psionic Weapon, base attack bonus +5. Benefit: When you use the Psionic Weapon feat, you can resolve your attack as a touch attack. Focused Sunder [Psionic] You can sense the stress points on others’ weapons. Prerequisite: Str 13, Power Attack, Improved Sunder. Dual Construct [Psionic] Benefit: To use this feat, you must expend your psionic You can forge multiple astral constructs. focus. When you strike at an opponent’s weapon, you Prerequisite: Manifester Level 9th. ignore half of the weapon’s total hardness (round Benefit: You may have two astral constructs in existence down). Total hardness includes any magical or psionic at any given time. enhancements possessed by the weapon that increase Normal: You may normally only maintain one astral its hardness. construct at a time. Special: You can also sense the stress points in any hard construction, such as wooden doors or stone walls, Expanded Insight [Psionic] and can ignore half of the object’s total hardness (round You gain an insight into new psionic forms. down) when attacking that object. You must expend Prerequisites: Manifester Level 3rd. your psionic focus when attempting to sense the stress Benefit: Add to your powers known one additional points in this manner. power of any level up to one level lower than the highest lever power you can manifest. You can choose any power Focused Training [Psionic] from your class list (and discipline list, if a psion). If you have multiple manifesting classes, You can sharpen your mind, and apply your learning then you must select one manifesting class when you better. take this feat. The chosen power is added to that class’ Prerequisites: Skill Focus (any two). powers known, and must come from that class list (and Benefit: When you first take this feat, choose any two skills in which you have Skill Focus. While you are discipline list, if a psion). Special: You may select this feat multiple times, each psionically focused, you gain an additional +2 bonus to time you may learn one power, subject to the above each of those two skills. Special: You may take this feat multiple times; each restrictions. time it is taken, it is applied to two different skills in which you have Skill Focus. The benefits of this feat Fell Shot [Psionic] You can strike your foe with a ranged weapon as if may not be applied more than once to any given skill. 46 making a touch attack. Prerequisite: Dex 13, Point Blank Shot, Psionic Shot, Ghost Attack [Psionic] Your deadly strikes against incorporeal foes always base attack bonus +5. Benefit: When you use the Psionic Shot feat, you can find their mark. Prerequisite: Base attack bonus +3. resolve your ranged attack as a ranged touch attack. Psionic Feats ▪ SKILLS AND FEATS Benefit: You must be psionically focused to use this feat. When you make a melee attack or a ranged attack against an incorporeal creature, you can make two rolls to check for the miss chance. If either is successful, the attack is treated as if it were made with a ghost touch weapon for the purpose of affecting the creature. Your weapon or natural weapon actually appears to become briefly incorporeal as the attack is made. Greater Ghost Attack [Psionic] You can strike incorporeal foes with impunity. Prerequisites: Base Attack Bonus +9, Ghost Attack. Benefit: You may expend your psionic focus to allow your attacks to ignore incorporeal miss-chance for 1 minute (10 rounds). You may recover your psionic focus during that time without ending this effect. Greater Power Specialization [Psionic] You deal more damage with your powers. Prerequisites: Power Specialization, Weapon Focus (ray), manifester level 12th. Benefit: Your powers that deal damage deal an extra 2 points of damage. This damage stacks with other bonuses on damage rolls to powers, including the one from Power Specialization. The damage bonus applies only if the target or targets are within 30 feet. Greater Psionic Endowment [Psionic] You can use meditation to focus your powers. Prerequisite: Psionic Endowment. Benefit: When you use the Psionic Endowment feat, you add +2 to the save DC of a power you manifest instead of +1. Greater Speed of Thought [Psionic] Your expansive reserves of energy bolster the resilience and speed of your corporeal body. Prerequisites: Wis 15, Speed of Thought. Benefit: As long as you are psionically focused and not wearing heavy armor, you gain an insight bonus to your speed of 20 feet. If you are psionically focused and wearing heavy armor, you gain an insight bonus to your speed of 10 feet. Improved Counter-Manifesting [Psionic] You can counter others’ powers with ease. Benefit: When counter-manifesting, you may use a power of the same discipline that is one or more power levels higher than the target power. Normal: Without this feat, you may counter a power only with the same power or with a power specifically designated as countering the target power. Improved Power Penetration [Psionic] Your powers are able to penetrate power resistance with ease. Prerequisites: Power Penetration, manifester level 8th. Benefit: When you use the Power Penetration feat, you get a +8 bonus on manifester level checks instead of +4. Improved Psicrystal [Psionic] Greater Psionic Fist [Psionic] You can charge your unarmed strike or natural weapon with additional damage potential. Prerequisite: Str 13, Psionic Fist, base attack bonus +5. Benefit: When you use the Psionic Fist feat, your unarmed attack or attack with a natural weapon deals an extra 4d6 points of damage instead of an extra 2d6 points. You can upgrade your psicrystal. Prerequisites: Psicrystal Affinity. Benefit: You can implant another personality fragment in your psicrystal. You gain the benefits of both psicrystal personalities. Your psicrystal’s personality adjusts and becomes a blend between all implanted personality fragments. From now on, when determining the abilities of your psicrystal, treat your manifester level as one higher than your normal manifester level. Special: You can gain this feat multiple times; each time, you implant a new personality fragment in your psicrystal from which you derive the noted benefits, and you treat your level as one higher for the purpose of determining your psicrystal’s abilities. Greater Psionic Shot [Psionic] Inner Fury [Psionic] You can charge your ranged attacks with additional damage potential. Prerequisite: Point Blank Shot, Psionic Shot, base attack bonus +5. Benefit: When you use the Psionic Shot feat, your ranged attack deals an extra 4d6 points of damage instead of an extra 2d6 points. Greater Psionic Weapon [Psionic] You can charge your melee weapon with additional damage potential. Prerequisite: Str 13, Psionic Weapon, base attack bonus +5. Benefit: When you use the Psionic Weapon feat, your attack with a melee weapon deals an extra 4d6 points of damage instead of an extra 2d6 points. You can power your rage using your own inner reserves. Prerequisites: Ability to rage, manifester level 6th. Benefit: When you are raging, you may expend power points to extend the duration of your rage. Expending these power points requires a move-action; however, you may spend as many power points as desired during that move-action. Each round that you wish to extend your rage costs power points. The first extra round costs 2 point powers; each subsequent extra round costs one more power point than the preceding round. For example, if your normal rage lasts for 7 rounds, then you could extend it to 8 rounds by spending 2 power points. If you instead spent 5 power points, you could extend it to 9 rounds; 9 power points to extend it to 10 rounds and so forth. 47 SKILLS AND FEATS ▪ Psionic Feats Normal: The duration of Rage is 3 rounds + Constitution Overchannel [Psionic] modifier (after applying the benefits of rage). You burn your life force to strengthen your powers. Benefit: While manifesting a power, you can increase your effective manifester level by one, but in so doing Inquisitor [Psionic] you take 1d8 points of damage. At 8th level, you can You know when others lie. choose to increase your effective manifester level by Prerequisite: Wis 13. Benefit: To use this feat, you must expend your psionic two, but you take 3d8 points of damage. At 15th level, focus. You gain a +10 bonus on a Sense Motive check you can increase your effective manifester level by three, but you take 5d8 points of damage. to oppose a Bluff check. The effective increase in manifester level You must decide whether or not to use this feat prior to making a Sense Motive check. If your increases the number of power points you can expend check fails, or if the opponent isn’t lying, you still on a single power manifestation, as well as increasing all manifester level-dependent effects, such as range, expend your psionic focus. duration, and overcoming power resistance. The damage dealt by this feat occurs during Mental Gymnastics [Psionic] manifesting, and may disrupt manifesting of the power You can dodge and tumble with the barest of thoughts. unless a Concentration check is made. Prerequisites: Dex 17, Tumble 5 ranks. Normal: Your manifester level is equal to your total Benefit: To use this feat you must expend your psionic levels in classes that manifest powers. focus. You gain a +10 bonus on a Tumble check. Mental Leap [Psionic] Power Penetration [Psionic] Mind Blade Arsenal [Psionic] Power Specialization [Psionic] Your powers are especially potent, breaking through You can make amazing jumps. power resistance more readily than normal. Prerequisite: Str 13, Jump 5 ranks. Benefit: To use this feat, you must expend your psionic Benefit: To use this feat you must expend your psionic focus. You get a +4 bonus on manifester level checks focus. You gain a +10 bonus on a Jump check. made to overcome a creature’s power resistance. Your mind blade can take on many different and varied forms. Prerequisites: Mind Blade, Shape Mind Blade, base attack bonus +10, proficiency in all martial weapons. Benefit: You may shape your mind blade into any non-exotic, one-handed or light, melee, or thrown weapon. If you have weapon familiarity with a weapon that is one-handed or light, and either melee or thrown, then you may also shape your mind blade into such a weapon. If you can normally shape your mind blade into two weapons, you may still do so providing they are both light weapons. Normal: The mind blade may only be shaped into a specific set of weapons, depending on the class that grants the mind blade. Narrow Mind [Psionic] Your ability to concentrate is as keen as an arrowhead, allowing you to gain your psionic focus even in the most turbulent situations. Prerequisite: Wis 13. Benefit: You gain a +4 bonus on Concentration checks you make to become psionically focused. 48 You deal more damage with your powers. Prerequisites: Weapon Focus (ray), manifester level 4th. Benefit: With rays and ranged touch attack powers that deal damage, you deal an extra 2 points of damage. If you expend your psionic focus when you manifest a ray or a ranged touch attack power that deals damage, you add your key ability bonus to the damage (instead of adding 2). Prodigy (Psionic) [Background, Psionic] You are supremely adept at manipulating your mind. Prerequisites: Manifester 1st level. Benefits: Once per day, when manifesting a power you may elect to raise your primary manifesting ability score by 4 for the purposes of determining the DC and effects of the power. Psionic Feats ▪ SKILLS AND FEATS Psicrystal Affinity [Psionic] You have created a psicrystal. Prerequisites: Manifester level 1st. Benefit: This feat allows you to gain a psicrystal. Dodge feat (but only applies on attacks made by the opponent you have designated). Psionic Endowment [Psionic] You can endow your manifestations with more concentrated focus. Psicrystal Focus [Psionic] The crystal structure of your psicrystal can now store Benefit: To use this feat, you must expend your psionic focus. You add 1 to the save DC of a power a psionic focus. Prerequisites: Psicrystal Affinity, manifester level 3rd. you manifest. Benefit: You can spend a full-round action to transfer your psionic focus into your psicrystal (this provokes Psionic Fist [Psionic] an attack of opportunity, but may be done defensively You can charge your unarmed strike or natural weapon using a DC 15 Concentration check, if desired). The with additional damage potential. benefits of the Psionic Meditation feat do not apply to Prerequisite: Str 13. this action. Benefit: To use this feat, you must expend your psionic You may, at your desire, spend a move action focus. Your unarmed strike or attack with a natural to transfer the psionic focus from your psicrystal back weapon deals an extra 2d6 points of damage. to yourself. However, you cannot hold two psionic foci You must decide whether or not to use this at once, and you may not transfer this focus as part of feat prior to making an attack. If your attack misses, manifesting a power. Transferring the psionic focus back you still expend your psionic focus. to yourself does not provoke attacks of opportunity. You must be within 5 feet of your psicrystal to Psionic Hamstring [Psionic] store or retrieve your psionic focus. Your mind guides your hand and blade to the perfect For example, Rathe val’Virdan can spend his position to hinder your foe’s movement. psionic focus to use the Focused Sunder feat (using a Prerequisites: Str 13, Psionic Weapon, Sneak Attack standard action to make the sunder attempt), and then +2d6. spend his move action to transfer the psionic focus Benefit: If you sneak attack a foe while using the from his psicrystal to himself. He cannot, however, Psionic Weapon feat, your target suffers a –10 penalty spend the move action while making the sunder attempt to all movement modes for one minute. This cannot in order to also use the psionic weapon feat. reduce the target’s movement to below 5 feet, and multiple strikes that trigger this ability do not stack. Psionic Body [Psionic] Your mind reinforces your body. Psionic Meditation [Psionic] Benefit: When you take this feat, you gain 2 hit points for You can focus your mind faster than normal, even each psionic feat you have (including this one). Whenever under duress. you take a new psionic feat, you gain 2 more hit points. Prerequisite: Wis 13, Concentration 7 ranks. Benefit: You can take a move action to become Psionic Charge [Psionic] psionically focused. You can charge in a crooked line. Normal: A character without this feat must take a fullPrerequisite: Dex 13, Speed of Thought. round action to become psionically focused. Benefit: To use this feat, you must expend your psionic focus. When you charge, you can make one Psionic Shot [Psionic] turn of up to 90 degrees during your movement. All You can charge your ranged attacks with additional other restrictions on charges still apply; for instance, damage potential. you cannot pass through a square that blocks or slows Prerequisite: Point Blank Shot. movement, or that contains a creature. You must have Benefit: To use this feat, you must expend your psionic line of sight to the opponent at the start of your turn. focus. Your ranged attack deals +2d6 points of damage. You must decide whether or not to use this feat prior Psionic Defense [Psionic] to making an attack. If your attack misses, you still Your mind shields you from damage. expend your psionic focus. Prerequisites: Dex 15, Psionic Dodge, Dodge. Benefits: While fighting defensively, the bonus granted Psionic Talent [Psionic] by the Psionic Dodge feat is increased to +4. You gain additional power points to supplement those you already had. Psionic Dodge [Psionic] Prerequisite: Having a power point reserve. You are proficient at dodging blows. Benefit: When you take this feat for the first time, you Prerequisite: Dex 13, Dodge. gain 2 power points. Benefit: You must be psionically focused to use this Special: You can take this feat multiple times. Each feat. You receive a +1 dodge bonus to your Armor time you take the feat after the first time, the number Class. This bonus stacks with the bonus from the of power points you gain increases by 1. 49 SKILLS AND FEATS ▪ Psionic Feats Psionic Weapon [Psionic] You can charge your melee weapon with additional damage potential. Prerequisite: Str 13. Benefit: To use this feat, you must expend your psionic focus. Your attack with a melee weapon deals an extra 2d6 points of damage. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus. Psychic Ascent [Psionic] You can climb with amazing skill. Prerequisites: Str 13, Climb 5 ranks. Benefit: To use this feat you must expend your psionic focus. You gain a +10 bonus on Climb checks made to climb a single surface. Rapid Forming [Psionic] You can call forth the psychic essence and meld it into a blade with stunning speed. Prerequisites: Free Draw and either Mind Blade or Shadow Blade. Benefit: You may draw your mind blade or shadow blade as an immediate action. You may still only attempt to draw your mind blade or shadow blade once per round. Normal: Drawing a mind blade or shadow blade requires a free action to draw. Special: If you have the Combat Reflexes feat, then you may use this feat even while flat-footed. This feat counts as the Quick Draw feat for the purposes of meeting the prerequisites for other feats and prestige classes. Rapid Shaping [Psionic] You can shape the essence of your mind with dexterous speed. Prerequisites: Mind Blade, Shape Mind Blade. Benefit: When using the Shape Mind Blade ability, you may do so as a move-action. Normal: Shaping a mind blade requires a fullround action to shape. Return Shot [Psionic] 50 You can return incoming arrows, as well as crossbow bolts, spears, and other projectiles or thrown weapons. Prerequisite: Point Blank Shot, Psionic Shot, Fell Shot. Benefit: To use this feat, you must expend your psionic focus and have at least one hand free. Once per round when you would normally be hit by a projectile or a thrown weapon no more than one size category larger than your size, you can deflect the attack so that you take no damage from it. The attack is deflected back at your attacker, using the attack bonus of the original attack on you. You must be aware of the attack and not flat-footed. Attempting to return a shot is a free action. Special: If you also have the Deflect Arrows feat, the deflected attack is made with the original attack bonus plus your Dexterity bonus. Speed of Thought [Psionic] The energy of your mind energizes the alacrity of your body. Prerequisite: Wis 13. Benefit: As long as you are psionically focused and not wearing heavy armor, you gain an insight bonus to your speed of 10 feet. Talented [Psionic] You can overchannel powers with less cost to yourself. Prerequisite: Overchannel. Benefit: To use this feat, you must expend your psionic focus. When manifesting a power of 3rd level or lower, you do not take damage from overchanneling. Unavoidable Strike [Psionic] You can make an unarmed strike or use a natural weapon against your foe as if delivering a touch attack. Prerequisite: Str 13, Psionic Fist, base attack bonus +5. Benefit: When you use the Psionic Fist feat, you can resolve your attack as a touch attack. Up the Walls [Psionic] You can run on walls for brief distances. Prerequisite: Wis 13. Benefit: While you are psionically focused, you can take part of one of your move actions to traverse a wall or other relatively smooth vertical surface if you begin and end your move on a horizontal Psionic Feats ▪ SKILLS AND FEATS surface. The height you can achieve on the wall is limited only by this movement restriction. If you do not end your move on a horizontal surface, you fall prone, taking falling damage as appropriate for your distance above the ground. Treat the wall as a normal floor for the purpose of measuring your movement. Passing from floor to wall or wall to floor costs no movement; you can change surfaces freely. Opponents on the ground can make attacks of opportunity as you move up the wall. Special: You can take other move actions in conjunction with moving along a wall. For instance, the Spring Attack feat allows you to make an attack from the wall against a foe standing on the ground who is within the area you threaten; however, if you are somehow prevented from completing your move, you fall. Likewise, you could tumble along the wall to avoid attacks of opportunity. Wounding Attack [Psionic] Your vicious attacks wound your foe. Prerequisite: Base attack bonus +8. Benefit: To use this feat, you must expend your psionic focus. You can make an attack with such vicious force that you wound your opponent. A wound deals 1 point of Constitution damage to your foe in addition to the usual damage dealt. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus. Psionic Item Creation Feats Manifesters can use their personal power to create lasting psionic items. Doing so, however, is draining. A manifester must put a little of himself or herself into every psionic item he or she creates. A psionic item creation feat lets a manifester create a psionic item of a certain type. Regardless of the type of items they involve, the various item creation feats all have certain features in common. XP Cost: Power and energy that the manifester would normally keep is expended when making a psionic item. The experience point cost of using a psionic item creation feat equals 1/25 the cost of the item in gold pieces. A character cannot spend so much XP on an item that he or she loses a level. However, upon gaining enough XP to attain a new level, he or she can immediately expend XP on creating an item rather than keeping the XP to advance a level. Raw Materials Cost: Creating a psionic item requires costly components, most of which are consumed in the process. The cost of these materials equals 1/2 the cost of the item. Using a psionic item creation feat also requires access to a laboratory or psionic workshop, special tools, and other equipment. A character generally has access to what he or she needs unless unusual circumstances apply (such as if he’s traveling far from home). Time: The time to create a psionic item depends on the feat and the cost of the item. The minimum time is one day. Item Cost: Craft Dorje, Imprint Stone, and Scribe Tattoo create items that directly reproduce the effects of powers, and the strength of these items depends on their manifester level—that is, a power from such an item has the strength it would have if manifested by a manifester of that level. Often, that is the minimum manifester level necessary to manifest the power. (Randomly discovered items usually follow this rule.) However, when making such an item, the item’s strength can be set higher than the minimum. Any time a character creates an item using a power augmented by spending additional power points, the character’s effective manifester level for the purpose of calculating the item’s cost increases by 1 for each 1 additional power point spent. (Augmentation is a feature of many powers that allows the power to be amplified in various ways if additional power points are spent.) All other level-dependent parameters of the power forged into the item are set according to the effective manifester level. The price of psionic items (and thus the XP cost and the cost of the raw materials) depends on the level of the power and a character’s manifester level. The character’s manifester level must be high enough that the item creator can manifest the power at the chosen level. To find the final price in each case, multiply the character’s manifester level by the power level, then multiply the result by a constant, as shown below. Power Stones: Base price = power level x manifester level x 25 gp Psionic Tattoos: Base price = power level x manifester level x 50 gp Dorjes: Base price = power level x manifester level x 750 gp Extra Costs: Any dorje, power stone, or psionic tattoo that stores a power with an XP cost also carries a commensurate cost. For psionic tattoos and power stones, the creator must pay the XP cost when creating the item. For a dorje, the creator must pay fifty times the XP cost. Some psionic items similarly incur extra costs in XP, as noted in their descriptions. Craft Cognizance Crystal [Item Creation] You can create psionic cognizance crystals that store power points. Prerequisite: Manifester level 3rd. Benefit: You can create a cognizance crystal. Doing so takes one day for each 1,000 gp in its base price. The base price of a cognizance crystal is equal to the highest-level power it could manifest using all of its stored power points, squared, multiplied by 1,000 gp. To create a cognizance crystal, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price. 51 SKILLS AND FEATS ▪ Item Creation Feats Craft Dorje [Item Creation] You can create slender crystal wands called dorjes that manifest powers when charges are expended. Prerequisite: Manifester level 5th. Benefit: You can create a dorje of any psionic power you know (barring exceptions, such as bestow power, as noted in a power’s description). Crafting a dorje takes one day for each 1,000 gp in its base price. The base price of a dorje is its manifester level x the power level x 750 gp. To craft a dorje, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. A newly created dorje has 50 charges. Any dorje that stores a power with an XP cost also carries a commensurate cost. In addition to the XP cost derived from the base price, you must pay fifty times the XP cost. Special: This feat is restricted in Living Arcanis; it may only be taken with special campaign documentation. Craft Universal Item [Item Creation] You can create universal psionic items. Prerequisite: Manifester level 3rd. Benefit: You can create any universal psionic item whose prerequisites you meet. Crafting a universal psionic item takes one day for each 1,000 gp in its base price. To craft a universal psionic item, you must spend 1/25 of the item’s base price in XP and use up raw materials costing one-half of this price. You can also mend a broken universal item if it is one that you could make. Doing so costs half of the XP, half of the raw materials, and half of the time it would take to craft that item in the first place. Some universal items incur extra costs in XP, as noted in their descriptions. These costs are in addition to those derived from the item’s base price. Craft Psicrown [Item Creation] You can create psicrowns, which have multiple psionic You must pay such a cost to create an item or to mend a broken one. effects. Prerequisite: Manifester level 12th. Benefit: You can create any psicrown whose Imprint Stone [Item Creation] prerequisites you meet. Crafting a psicrown takes You can create power stones to store psionic powers. one day for each 1,000 gp in its base price. To craft a Prerequisite: Manifester level 1st. psicrown, you must spend 1/25 of its base price in XP Benefit: You can create a power stone of any power and use up raw materials costing one-half of its base that you know. Encoding a power stone takes one day price. Some psicrowns incur extra costs in XP as noted for each 1,000 gp in its base price. The base price of in their descriptions. These costs are in addition to a power stone is the level of the stored power x its manifester level x 25 gp. To imprint a power stone, you those derived from the psicrown’s base price. must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. Craft Psionic Arms and Armor Any power stone that stores a power with an [Item Creation] XP cost also carries a commensurate cost. In addition You can create psionic weapons, armor, and shields. to the costs derived from the base price, you must pay Prerequisite: Manifester level 5th. Benefit: You can create any psionic weapon, armor, the XP when encoding the stone. or shield whose prerequisites you meet. Enhancing a weapon, suit of armor, or shield takes one day for each Scribe Tattoo [Item Creation] 1,000 gp in the price of its psionic features. To enhance You can create psionic tattoos, which store powers a weapon, you must spend 1/25 of its features’ total within their designs. price in XP and use up raw materials costing one-half Prerequisite: Manifester level 3rd. Benefit: You can create a psionic tattoo of any power of this total price. The weapon, armor, or shield to be enhanced of 3rd level or lower that you know and that targets must be a masterwork item that you provide. Its cost is one or more creatures. Scribing a psionic tattoo takes one day. When you create a psionic tattoo, you set the not included in the above cost. You can also mend a broken psionic weapon, manifester level. The manifester level must be sufficient suit of armor, or shield if it is one that you could make. to manifest the power in question and no higher than Doing so costs half of the XP, half of the raw materials, your own level. The base price of a psionic tattoo is its and half of the time it would take to enhance that item power level x its manifester level x 50 gp. To scribe a tattoo, you must spend 1/25 of this base price in XP and in the first place. use up raw materials (special inks, masterwork needles, and so on) costing one-half of this base price. Craft Psionic Construct [Item Creation] When you create a psionic tattoo, you make You can create golems and other psionic automatons any choices that you would normally make when that obey your orders. Prerequisites: Craft Psionic Arms and Armor, Craft manifesting the power. When its wearer physically activates the Universal Item. Benefit: You can create any psionic construct whose tattoo, the wearer is the target of the power. Any psionic tattoo that stores a power with an prerequisites you meet. Creating a construct takes one day for each 1,000 gp in its base price. To create a XP cost also carries a commensurate cost. In addition construct, you must spend 1/25 of the construct’s base to the costs derived from the base price, you must pay price in XP and use up raw materials costing one-half the XP when creating the tattoo. of this price. A newly created construct has average hit points for its Hit Dice. 52 Metapsionic Feats ▪ SKILLS AND FEATS Metapsionic Feats As a manifester’s knowledge of psionics grows, he can learn to manifest powers in ways slightly different from how the powers were originally designed or learned. Of course, manifesting a power while using a metapsionic feat is more expensive than manifesting the power normally. Only a creature with the ability to manifest powers may select metapsionic feats. Manifesting Time: Powers manifested using metapsionic feats take the same time as manifesting the powers normally unless the feat description specifically says otherwise. Manifestation Cost: To use a metapsionic feat, a psionic character must both expend his psionic focus (see the Concentration skill description) and pay an increased power point cost as given in the feat description. Limits on Use: As with all powers, you cannot spend more power points on a power than your manifester level. Metapsionic feats merely let you manifest powers in different ways; they do not let you violate this rule. Effects of Metapsionic Feats on a Power: In all ways, a metapsionic power operates at its original power level, even though it costs additional power points. The modifications to a power made by a metapsionic feat have only their noted effect on the power. A manifester can’t use a metapsionic feat to alter a power being cast from a power stone, dorje, or other device. Manifesting a power modified by the Quicken Power feat does not provoke attacks of opportunity. Some metapsionic feats apply only to certain powers, as described in each specific feat entry. Psionic Items and Metapsionic Powers: With the right psionic item creation feat, you can store a metapsionic power in a power stone, psionic tattoo, or dorje. Level limits for psionic tattoos apply to the power’s higher metapsionic level. A character doesn’t need the appropriate metapsionic feat to activate an item in which a metapsionic power is stored, but does need the metapsionic feat to create such an item. Astral Empathy [Metapsionic] You can forge stronger astral constructs by surrendering portions of your own flesh into the ectoplasm. Prerequisites: Manifester level 5th, must be able to manifest astral construct. Benefit: When you are manifesting the astral construct power, you may elect to deal physical damage to yourself in return for having hardier constructs. You may deal 1 point of damage to yourself per manifester level you have. Each point that you deal in this manner (this damage is not subject to damage reduction) adds +5 hp to the resulting construct. You must also make the required Concentration check for taking damage while manifesting a power. The DC will be 10 plus the damage you elect to suffer plus one per two power points spent manifesting this power (round up). Failing this check results in the power failing. Bind Astral Construct [Metapsionic] You can bind your psicrystal into an astral construct. Prerequisites: Manifester Level 6th, Psicrystal Affinity, Psicrystal Focus. Benefit: When you manifest the astral construct power, you gain the following extra augmentation option: If you spend 4 extra power points while manifesting this power, you may bind your psicrystal into the created construct. This grants the construct the intelligence of the psicrystal. The construct also gains the telepathic link, telepathic speech, and power resistance special abilities (if the psicrystal possesses them). While your psicrystal is bound into an astral construct it cannot take actions; however, you may still store and retrieve your focus from the psicrystal so long as you are within 5 feet of the body of the astral construct. Your psicrystal suffers no damage as a result of any damage dealt to the astral construct; however, once the construct is destroyed the psicrystal may be targeted as normal. Burrowing Power [Metapsionic] Your powers sometimes bypass barriers. Benefit: To use this feat, you must expend your psionic focus. You can attempt to manifest your powers against targets that are sheltered behind a wall or force effect. Your power briefly skips through the Astral Plane to bypass the barrier. The strength and thickness of the barrier determine your chance of success. To successfully bypass the barrier with your power, you make a Psicraft check against a DC equal to 10 + the hardness of the barrier + 1 per foot of thickness (minimum 1). Assign a hardness of 20 to barriers without a hardness rating, such as force effects (or a wall of ectoplasm). Force walls or walls of ectoplasm are assumed to have less than 1 foot of thickness unless noted otherwise. If a power requires line of sight (which includes most powers that affect a target or targets instead of an area), you cannot manifest it as a burrowing power unless you can somehow see the target, such as with clairvoyant sense. Using this feat increases the power point cost of the power by 2. The power’s total cost cannot exceed your manifester level. You cannot use this feat in an area where dimensional travel is impossible, such as the area of a dimensional lock spell. Chain Power [Metapsionic] You can manifest powers that arc to hit other targets in addition to the primary target. Benefit: To use this feat, you must expend your psionic focus. You can chain any power that affects a single target and that deals either acid, cold, electricity, fire, or sonic damage. After the primary target is struck, the power can arc to a number of secondary targets equal to your manifester level (maximum twenty). The secondary arcs each strike one target and deal half as much damage as the primary one did (round down). Each target gets to make a saving throw, if one is allowed by the power. You choose secondary targets 53 SKILLS AND FEATS ▪ Metapsionic Feats as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum (to avoid allies in the area, for example). Using this feat increases the power point cost of the power by 6. The power’s total cost cannot exceed your manifester level. energy type and you do not spend your psionic focus during the manifesting process, the resulting power deals 1 additional damage of the same type as the power per level of the power. Energy Gestalt [Metapsionic] You contain great floods of elemental energy that replenish and restore your mind. Prerequisites: Manifester level 8th, Energy Focus. Benefit: Anytime you have applied the benefits of the Delay Power [Metapsionic] You can manifest powers that go off up to 5 rounds Energy Focus feat to a power, regain 1 power point (or none if the manifested power cost one power point). later. Benefit: To use this feat, you must expend your psionic focus. You can manifest a power as a delayed power. Enlarge Power [Metapsionic] A delayed power doesn’t activate immediately. When You can manifest powers farther than normal. you manifest the power, you choose one of three trigger Benefit: To use this feat, you must expend your psionic mechanisms: (1) The power activates when you take a focus. You can alter a power with a range of close, standard action to activate it; (2) It activates when a medium, or long to increase its range by 100%. An creature enters the area that the power will affect (only enlarged power with a range of close has a range of powers that affect areas can use this trigger condition); 50 feet + 5 feet per level, a medium-range power has a or (3) It activates on your turn after 5 rounds pass. range of 200 feet + 20 feet per level, and a long-range If you choose one of the first two triggers and the power has a range of 800 feet + 80 feet per level. Powers whose ranges are not defined by conditions are not met within 5 rounds, the power distance, as well as powers whose ranges are not close, activates automatically on the fifth round. Only area and personal powers can be delayed. medium, or long, are not affected. Using this feat does not increase the power Any decisions you would make about the point cost of the power. delayed power, including attack rolls, designating targets, or determining or shaping an area, are decided when the power is manifested. Any effects resolved by Extend Power [Metapsionic] those affected by the power, including saving throws, You can manifest powers that last longer than normal. Benefit: To use this feat, you must expend your psionic are decided when the delay period ends. A delayed power can be dispelled normally focus. You can manifest an extended power. An during the delay, and can be detected normally in the extended power lasts twice as long as normal. A power area or on the target by the use of powers that can with a duration of concentration, instantaneous, or detect psionic effects. Using this feat increases the power point cost permanent is not affected by this feat. Using this feat increases the power point cost of the power by 2. The power’s total cost cannot exceed of the power by 2. The power’s total cost cannot exceed your manifester level. your manifester level. Empower Power [Metapsionic] You can manifest powers to greater effect. Benefit: To use this feat, you must expend your psionic focus. You can empower a power. All variable, numeric effects of an empowered power are increased by one-half. An empowered power deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets, and so forth, as appropriate. Augmented powers can also be empowered (multiply 1-1/2 times the damage total of the augmented power). Saving throws and opposed checks (such as the one you make when you manifest dispel psionics) are not affected, nor are powers without random variables. Using this feat increases the power point cost of the power by 2. The power’s total cost cannot exceed your manifester level. Heighten Power [Metapsionic] You can manifest psionic powers with greater potency. Prerequisites: Manifester level 3rd. Benefit: To use this feat, you must expend your psionic focus. When manifesting a power, you may expend additional power points to raise the level of the power. Each additional power point you spend raises the level of the power by one (you cannot raise the effective level of a power higher than the highest level power you can manifest). This increase in level does affect the saving throw DC (if any) of the power. The power points spent to manifest this power are part of the cost of manifesting the power; and that total cost cannot exceed your manifester level. Inquisition Power [Metapsionic] You can manifest psionic powers such that they do not affect your allies. Shaping and molding the elements is no mystery to Prerequisites: Any other Metapsionic feat. Benefit: To use this feat, you must expend your psionic you. focus. When manifesting a power that has an area th Prerequisites: Manifester level 5 . Benefit: Choose an energy type when you first take this effect, you can protect allies from the effect. You can select up to one target per two feat. When manifesting a power that has the associated Energy Focus [Metapsionic] 54 Metapsionic Feats ▪ SKILLS AND FEATS manifester levels to exclude from the effect. The selected targets are completely immune to the effects of the power being manifested. Using this feat increases the power point cost of the power by 4. The power’s total cost cannot exceed your manifester level. Maximize Power [Metapsionic] You can manifest powers to maximum effect. Benefit: To use this feat, you must expend your psionic focus. You can maximize a power. All variable, numeric effects of a power modified by this feat are maximized. A maximized power deals maximum damage, cures the maximum number of hit points, affects the maximum number of targets, and so on, as appropriate. Saving throws and opposed checks are not affected, nor are powers without random variables. Augmented powers can be maximized; a maximized augmented power deals the maximum damage (or cures the maximum hit points, and so on) of the augmented power. An empowered and maximized power gains the separate benefits of each feat: the maximum result plus one-half the normally rolled result. Using this feat increases the power point cost of the power by 4. The power’s total cost cannot exceed your manifester level. Opportunity Power [Metapsionic] You can make power-enhanced attacks of opportunity. Benefit: To use this feat, you must expend your psionic focus. When you make an attack of opportunity, you can use any power you know with a range of touch, if you have at least one hand free. Manifesting this power is an immediate action. You cannot use this feat with a touch power whose manifesting time is longer than 1 full-round action. Using this feat increases the power point cost of the power by 6. The power’s total cost cannot exceed your manifester level. Normal: Attacks of opportunity can be made only with melee weapons. Quicken Power [Metapsionic] You can manifest a power with a moment’s thought. Benefit: To use this feat, you must expend your psionic focus. You can quicken a power. You can perform another action, even manifest another power, in the same round that you manifest a quickened power. You can manifest only one quickened power per round. A power whose manifesting time is longer than 1 round cannot be quickened. Using this feat increases the power point cost of the power by 6. The power’s total cost cannot exceed your manifester level. Manifesting a quickened power does not provoke attacks of opportunity. Split Psionic Ray [Metapsionic] You can affect two targets with a single ray. Prerequisite: Any other metapsionic feat. Benefit: To use this feat, you must expend your psionic focus. You can split psionic rays you manifest. The split ray affects any two targets that are both within the power’s range and within 30 feet of each other. If the ray deals damage, each target takes as much damage as a single target would take. Using this feat increases the power point cost of the power by 2. Twin Power [Metapsionic] You can manifest a power simultaneously with another power just like it. Benefit: To use this feat, you must expend your psionic focus. You can twin a power. Manifesting a power altered by this feat causes the power to take effect twice on the area or target, as if you were simultaneously manifesting the same power two times on the same location or target. Any variables in the power (such as duration, number of targets, and so on) are the same for both of the resulting powers. The target experiences all the effects of both powers individually and receives a saving throw (if applicable) for each. In some cases, such as a twinned psionic charm, failing both saving throws results in redundant effects (although, in this example, any ally of the target would have to succeed on two dispel attempts to free the target from the charm effect). Using this feat increases the power point cost of the power by 6. The power’s total cost cannot exceed your manifester level. Unconditional Power [Metapsionic] Disabling conditions do not hold you back. Benefit: To use this feat, you must expend your psionic focus. Your mental strength is enough to overcome some otherwise disabling conditions. You can manifest an unconditional power when you are dazed, confused, nauseated, or stunned. Only personal powers and powers that affect your person can be manifested as unconditional powers. Using this feat increases the power point cost of the power by 8. The power’s total cost cannot exceed your manifester level. Widen Power [Metapsionic] You can increase the area of your powers. Benefit: To use this feat, you must expend your psionic focus. You can alter a burst, emanation, line, or spread-shaped power to increase its area. (Powers that do not have an area of one of these four sorts are not affected by this feat.) Any numeric measurements of the power’s area increase by 100%. Using this feat increases the power point cost of the power by 4. The power’s total cost cannot exceed your manifester level. Entropic Feats The feats below have two types; the Entropic type, and either the General, Psionic, or Metapsionic type. For the specifics of the General, Psionic, and Metapsionic types, see above. Only creatures with the Entropic subtype may select feats with the Entropic type. 55 SKILLS AND FEATS ▪ Entropic Feats Corrupting Power [Entropic, Metapsionic] Food for Thought [Entropic, Psionic] Your powers corrupt the life energies of creatures that they affect. Benefit: To use this feat, you must expend your psionic focus. You can add 1 negative level to the damage that any power deals. If the power requires an attack roll to hit, then this damage is also increased by a confirmed critical hit. This feat can only be applied to powers that deal damage; powers that have non-damaging effects cannot be affected by this feat. The negative level damage dealt by this feat cannot be negated by a saving throw; however, this damage is also made after any applicable saving throws are dealt. The inflicted creature receives a Fortitude saving throw 24 hours later to remove the negative level; the save DC is 10 + ½ manifester level + Constitution modifier. Using this feat increases the power point cost of the power by 8. The power’s total cost cannot exceed your manifester level. 56 The consumption of brain matter rejuvenates your mind. Prerequisites: Manifester level 1st. Benefit: You may consume a fresh brain to regain power points. Eating a brain is a full-round action. If the consumed brain came from a psionic or entropic creature, you regain one power point per Hit Dice of the creature. If the consumed brain came from a nonpsionic and non-entropic creature with greater than 3 Intelligence you regain one power point per two Hit Dice of the creature (round down, minimum 1); otherwise you regain one power point per four Hit Dice of the creature (round down, minimum 1). The use of this feat cannot restore more power points than you have expended. There is no limit to the number of times each day that you may use this feat; its use is restricted solely based on the availability of fresh brains. For the purposes of this feat, a brain is fresh if the creature it belonged to was killed within 10 minutes of consumption. After that time the brain has lost the special spark that provides the true benefits of this Entropic Blast [Entropic, Psionic] feat. The application of a gentle repose spell or similar You channel extra psionic energy into an attack. doubles the above time limit. th Prerequisites: Manifester level 5 . Benefit: You may spend a move action and your psionic Normal: Consuming brains grants nutrition (and focus when manifesting a power to imbue it with extra depending on culture is repulsive). psionic energy. You may spend a number of extra power points equal to half of the power point cost of the power Improved Natural Psionics [Entropic, Psionic] (minimum 1). You manifest your natural psionic abilities with greater Each power point so spent adds +1 to the power and ability than most of your race. damage dealt by the power; this added damage is Entropic. Prerequisites: Racial Psi-like Abilities. Furthermore, if the power has a saving throw, the DC is Benefit: The manifester for all psi-like abilities granted raised by +1 for each four power points so spent. by your race (and/or template) have their manifester These extra power points do not count as part level raised by two. This increases the maximum of the manifesting cost of the power (and thus the cost augmentation options for all of these abilities. This feat of the power plus these power points may exceed your cannot raise the effective manifester level of psi-like manifester level). abilities higher than your total Hit Dice. The use of this feat does provoke an attack of opportunity; however, you may use this feat defensively Taste for Knowledge [Entropic, Psionic] by making a Concentration check with a DC of 10 + the The consumption of brain matter empowers your number of power points expended by using this feat. memory. You cannot use this feat in conjunction with Prerequisites: Food for Thought, Base Fortitude Save Overchannel, although it can be used with Wild Surge. +5. Special: If you have the ability to use psi-like abilities, Benefit: Anytime you consume a fresh brain, you gain you may apply this feat when using one of those more than just power points. You may attempt a DC 15 abilities. The maximum number of power points you Intelligence check. If you succeed then you temporarily may apply to such abilities is half of the manifester level gain 1 rank in any Knowledge skill that the creature (round down, minimum 1) of your psi-like abilities. You whose brain you just consumed had a rank in. must still have a power point reserve to use this feat in For every two points by which you succeed your check this manner. you gain another temporary rank in any Knowledge skill that the original creature had a rank in. You cannot gain Entropic Smite [Entropic, General] more temporary ranks in any given skill than the original Your smite attacks are filled with entropic energy. creature had actual ranks. Prerequisites: Smite ability. All temporary ranks count, for the purposes of Benefit: When you use a smite attack, you may choose making trained only checks, as actual ranks. Temporary to forgo the normal extra smite damage. Instead, your ranks ignore the maximum skill rank rule and expire attack deals double that amount as bonus entropic after 12 hours. You may not have more temporary damage. This means that it is not subject to normal ranks in any given skill than half of your level (round damage reduction or energy resistance; however, as down). Temporary ranks do not going towards skill rank bonus damage it is not multiplied on critical hits. maximums, thus it is possible through the use of this You must declare the use of this feat when feat to increase your effective skill ranks in a knowledge skill higher than the normal maximum for your level. declaring the smite attack. val'Abebi Master of the First Gift ▪ PRESTIGE CLASSES Chapter Four: Prestige Classes The Val Family Training Regimes The various Val families of Onara have developed specialized training regimes and methods for psionically active members of their family. These regimes are specific to each family, and being trained in them typically requires the trainee to swear an oath of fealty to the family. The secrets of these training regimes are closely guarded, and those who are caught teaching them outside of the family are quickly, and permanently, silenced. The family requirements of these prestige classes refer to the bloodline powers that the Val can make use of, not the family who has given the Val his or her name. A special note must be made about the val’Holryn. Members of the val’Holryn family are extended the courtesy of training by the family whose bloodline they mimic; however, if they accept this offer then they are forevermore considered a member of that Val family, and not the val’Holryn (for the purposes of loyalty and the various available training regimes). In Living Arcanis, any PC may take levels in one of the Val Family Training Regimes (if they meet the requirements). No family will teach its secrets to someone who has already partaken of the secrets of another family. val’Abebi Master of the First Gift “Althares told us during the ancient times that he would give us three gifts. The first was the power of tamed lightning. We mastered this gift and used it to reshape our people. In our folly, we blinded ourselves and have paid the price. Now, we have the second gift, but who are we to reject the first? Nay, we must still strive to maintain our mastery of the First Gift of Althares.” ~ N’duku val’Abebi, Electromancer (Master of the First Gift) Some take upon more than merely becoming familiar with knowledge; they strive for a deeper understanding, a true mastery of the knowledge. Those few who can attain mastery of the knowledge of Althares’ First Gift are respected, and feared. Their power over electricity is unparalleled, until they seem to become creatures of electricity themselves. Hit Die: d4. Requirements To qualify to become a Master of the First Gift, a character must fulfill all the following criteria. Alignment: Any Neutral. Feats: Great Fortitude. Skills: Concentration 9 ranks, Knowledge (Science) 5 ranks, Psicraft 9 ranks. Manifesting: 5th level manifester, and able to manifest energy current. Special: val’Abebi or val’Holryn (with val’Abebi powers); Bloodrank of 2 or higher; must be trained in Altheria; must have sworn fealty to the val’Abebi family. Class Skills The Master of the First Gift’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Craft (Int), Knowledge (All, taken individually) (Int), and Psicraft (Int). Skill Points at Each Level: 2 + Int modifier. Class Features All of the following are Class Features of the Master of the First Gift prestige class. Weapon and Armor Proficiency: A Master of the First Gift gains no additional weapon or armor proficiencies. However, a Master of the First Gift cannot wear metal armor, or bear metal weapons. If he does so, none of his class abilities function for 24 hours. The Altherian people are ruled by wisdom, and Powers Known: At every level indicated on the table, driven by their search for knowledge. This pursuit of the character gains additional power points per day and knowledge has its costs, as well the Altherians know. access to new powers as if she had also gained a level in whatever manifesting class she belonged to before Table 4-1: Master of the First Gift Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Fort Attack Bonus Save +0 +2 +1 +3 +1 +3 +2 +4 +2 +4 +3 +5 +3 +5 +4 +6 +4 +6 +5 +7 Ref Will Save Save Special +2 +0 Ward of Althares (+4) +3 +0 — +3 +1 Electric Veins +4 +1 Ward of Althares (+6) +4 +1 — +5 +2 Electric Being +5 +2 — +6 +2 Ward of Althares (+8) +6 +3 — +7 +3 Electrocute Powers Known — +1 level of existing manifesting class +1 level of existing manifesting class +1 level of existing manifesting class +1 level of existing manifesting class — +1 level of existing manifesting class +1 level of existing manifesting class +1 level of existing manifesting class +1 level of existing manifesting class 57 PRESTIGE CLASSES ▪ val'Assante Order of the Solemn Vows she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the level of Master of the First Gift (excluding the first and sixth levels) to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly. If a character had more than one manifesting class before she became a Master of the First Gift, she must decide to which class she adds the new level of Master of the First Gift for the purpose of determining power points per day, powers known, and manifester level. Ward of Althares (Su): So long as the Master of the First Gift is psionically focused, he gains a +4 dodge bonus to Armor Class and Reflex saves against metal weapons and electricity based spells, powers, and effects. At 4th level, this dodge bonus increases to +6, and it reaches its maximum of +8 at 8th level. val’Assante Order of the Solemn Vows “In this dark world, it is those with honor who lead the way and bring light into the dark. It is those with mercy who shall be remembered, and those who alleviate the suffrage of others who shall know the respect of the ages. Uphold those three basic tenets of Illiir and you will be immortal amongst your brethren.” ~ Alierre val’Assante, Confessor of the Order of the Solemn Vows The val’Assante family have shepherded and guided the Empire of Man since the earliest days of the Val race. It is widely believed by many that the family has lost its path, and perhaps it has. However, there are some val’Assante who have not forgotten the truth of why Illiir chose them and set them above others. They recall their sacred duty, and seek always to fulfill it. However, the small number of individuals who meet the requirements of the Order are all trained within the Illonica province of Coryan at the Order’s holdings. While the Order is not concealed from public knowledge, it is also not widely known. The most common path to becoming a member of the Order of the Solemn Vows is by being a Psychic Warrior. Within the order there are various ranks, each marking a new vow that the member has taken. Electric Veins (Ex): At 3rd level, the Master of the First Gift gains electricity resistance 10. This resistance improves to 20 at 7th level, and at 10th level, the Master Hit Die: d8. of the First Gift is completely immune to electricity Requirements effects, spells and powers. To qualify to become a member of the Order of the Solemn Vow, a character must fulfill all of the Electric Being (Ex): The Master of the First Gift who following criteria. has reached 6th level find that his body is now starting Alignment: Any non-Evil and non-Chaotic. to become permanently charged with electricity. Any Base Attack Bonus: +5. foe who strikes the Master of the First Gift with a metal Feats: Dodge, Weapon Finesse, Weapon Focus (any weapon in melee immediately suffers 4d6 electricity one-handed or light weapon that can be used with damage. The attacker receives a Reflex save (DC Weapon Finesse). 10 + ½ class level + Constitution modifier) for half Skills: Concentration 5 ranks, Examine Martial damage. Technique 3 ranks, Knowledge (History) 3 ranks, Knowledge (Warfare and Tactics) 3 ranks. Electrocute (Ps): Twice per day, a Master of the First Manifesting: Able to manifest 1st level powers. Gift who has reached a complete understanding of Special: val’Assante or val’Holryn (with val’Assante electricity can charge his body. powers); Bloodrank of 2 or higher; must be trained in Coryan. This charge may be discharged in two ways. It may be discharged by directly touching a foe, in which case Class Skills the foe suffers 1d6 electricity damage per Hit Die of The Order of the Solemn Vow’s class skills (and the key the Master of the First Gift. Alternatively, it can be ability for each skill) are Balance (Dex), Bluff (Cha), discharged as a 60-foot line of electricity, in which case Concentration (Con), Diplomacy (Cha), Examine all creatures in the line suffer 1d6 electricity damage Martial Technique (Wis), Escape Artist (Dex), Jump per two Hit Die of the Master of the First Gift (round (Str), Knowledge (History) (Int), Knowledge (Warfare down). and Tactics) (Int), Listen (Wis), Psicraft (Int), Sense Motive (Wis), Spot (Wis), and Tumble (Dex). Both discharges grant a saving throw to resist part of Skill Points at Each Level: 2 + Int modifier. the effects. The touch attack grants a Fortitude save, while the line effect grants a Reflex save. The DC for Class Features these saves is 10 + ½ Hit Dice + Constitution modifier. All of the following are Class Features of the Order of Finally, any creature that fails their save against this the Solemn Vow prestige class. attack is dazed and stunned for one round. 58 val'Assante Order of the Solemn Vows ▪ PRESTIGE CLASSES Weapon and Armor Proficiency: A member of the Order of the Solemn Vow gains proficiency in all simple and martial weapons. He also gains exotic proficiency with the Gladius. He does not gain any armor or shield profiencies. While a member of the Order cannot use the Weapon Finesse feat with a gladius, anytime there is a class ability that functions with a finessable onehanded or light weapon, he can substitute the gladius in its place. Powers Known: At every level indicated on the table, the character gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the level of Order of the Solemn Vow (excluding the second level) to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly. If a character had more than one manifesting class before she became a member of the Order of the Solemn Vow, she must decide to which class she adds the new level of Order of the Solemn Vow for the purpose of determining power points per day, powers known, and manifester level. My Honor Protects Me (Ex): While wearing no armor and carrying no shield, the Coepi applies his Wisdom bonus and half of his character level (round up) to Armor Class as an armor bonus. A helpless Coepi does not retain this bonus to Armor Class. These benefits do not stack with the improvements to Armor Class granted by the monk class. Canny Defense (Ex): At 2nd level, a Coepi who is not wearing any armor, carrying no shield, and is wielding a one-handed or light melee weapon receives his Intelligence bonus as a shield bonus to Armor Class. This bonus may not exceed his class level. If the Coepi is denied his Dexterity bonus or caught flat-footed, he also loses this bonus. If he has canny defense from another class, they do not stack; instead the bonus granted is increased by +1 (above and beyond what he would normally receive). Vow of Mercy (Ex & Su): At 3rd level, the member of the Order of the Solemn Vows swears his second vow, attaining the rank of Medicus. This vow requires the Medicus to never knowingly kill an innocent and to always accept surrender when a foe attempts to do so. While this vow is upheld, any one-handed or light weapon that can be used with the Weapon Finesse feat that the Medicus wields gains the Merciful special quality. The Medicus may suppress or resume this portion of the ability, which is supernatural in nature, as a free action. This ability only functions while the Vow of Service (Ex): At first level a potential member Medicus is wearing no armor and carrying no shield. of the Order of the Solemn Vows undertakes his first vow. This vow extols the virtues of duty and service, Perfect Cut (Ex): A Medicus has the ability to, once and binds the new member of the Order to serving the per day, declare a single attack a perfect cut. This needs of the Order. Once this vow is sworn, the new attempt must be declared before the attack roll is made, member is known as a Coepi of the Solemn Vows. and only one perfect cut attempt may be made each Someone who has sworn this vow must round (even if the Medicus has multiple uses of perfect continue to progress in this class and may not take a cut each day). level in any other class until he has completed all ten If the attack is successful it deals double levels of this class. damage. If the attack is a critical hit, the critical Breaking this vow (or any subsequent vow) multiplier is increased by one instead of doubling the results in the loss of all class abilities until he has damage. received an atonement from a cleric of Illiir. At 6th and again at 9th levels, the Medicus gains one additional use of this ability each day. This Table 4-2: Order of the Solemn Vow Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Fort Ref Will Bonus Save Save Save Special +1 +2 +0 +0 Vow of Service, My Honor Protects Me +2 +3 +0 +0 Canny Defense +3 +3 +1 +1 Vow of Mercy, Perfect Cut (1/day) +4 +4 +1 +1 Vow of Suffrage +5 +4 +1 +1 Vow of Glory +6 +5 +2 +2 Perfect Cut (2/day) +7 +5 +2 +2 — +8 +6 +2 +2 Vow of Radiance +9 +6 +3 +3 Perfect Cut (3/day) +10 +7 +3 +3 Vow of Perfection, Exemplar Powers Known +1 level of existing manifesting class +1 level of existing manifesting class — +1 level of existing manifesting class +1 level of existing manifesting class — +1 level of existing manifesting class +1 level of existing manifesting class — +1 level of existing manifesting class 59 PRESTIGE CLASSES ▪ val'Borda Adept of the Shadows ability may only be used with one-handed or light weapons that can be used with the Weapon Finesse feat. This ability only functions while the Medicus is wearing no armor and carrying no shield. Exemplar (Ex): A Ductor is expected, as the pinnacle of the Order of the Solemn Vows, to provide example to others of the ideals of the Order. To assist with this unending task, the Ductor becomes immune to fear effects, and grants all allies within a 30 foot radius a +4 bonus to saves made to resist fear effects. Furthermore, he also adds the Psionic Iron Body power to his list of known powers. This power has a base power point cost of 13 for the Ductor. Vow of Suffrage (Ex): At 4th level, the member of the Order of the Solemn Vows swears his third vow, attaining the rank of Iudex. This vow requires the Iudex to protect the weak from any who would prey upon them. While this vow is upheld, the Iudex adds the val’Borda Adept of the Shadows Chosen Defender power to his list of powers known. Our lord lives within, breathes, and creates shadow. It Furthermore, the base power point cost of the Empathic is for us to use these gifts and perform our obeisance to Transfer power is reduced to 1 for the Iudex. him. Come, my children .Let us spread the holy gift of the Lord of Shadows to those whom it is deserved. Vow of Glory (Ex): A 5th level member of the Order of ~ Creed of the val’Borda Adept of Shadows the Solemn Vows swears his fourth vow, attaining the rank of Caput. This particular vow requires the Caput There are those who take to shadow; at the foremost to never refuse an honorable duel, and to never run amongst them are the val’Borda family. Amongst the from battle while others remain on the field of battle. members of that family exists a fraternity of sorts, the While this vow is upheld, the Caput gains Brotherhood of Shadow. Within the Brotherhood are the Strength of the Coryani Heart feat as a bonus feat. all sorts; however, they hold to themselves a private Furthermore, while engaged in an honorable duel, training regime through which they train the Adepts of the Caput gains a number of temporary power points the Shadows. equal to double his class level. These power points are The Adepts of the Shadows are not mere expended first, and any remaining temporary power assassins; rather they are master spies and excel at points are lost when the duel is concluded. infiltration and information gathering. However, they are not without the ability to defend themselves if faced Vow of Radiance (Ex & Su): An 8th level member of with combat. the Order of the Solemn Vows swears his fifth vow, attaining the rank of Rector. The vow of radiance Hit Die: d6. requires the Rector to bring light to the darkness. There Requirements are many interpretations of this vow, but the most To qualify to become an Adept of the Shadows, a common is that the vow means the bringing of justice character must fulfill all of the following criteria. to those who have none. Other interpretations include Alignment: Any Lawful. bringing mercy to those with none, and honor to places Base Attack Bonus: +3. where there is none. Feats: Rapid Forming, Weapon Focus (Mind or While upholding this vow, the Rector may Shadow Blade). draw power from the glorious light of Illiir. Once per Skills: Gather Information 8 ranks, Move Silently 5 day, when standing in natural sunlight, the Rector ranks, Hide 5 ranks, Tumble 5 ranks. may call upon Illiir as a full-round action. This grants Special: Must have either a Mind Blade or a Shadow him fast healing 3 for one minute. Each time this fast Blade. healing ability heals 3 hit point of damage, the Rector Special: val’Borda or val’Holryn (with val’Borda also regains 3 power point. This is a supernatural powers); Bloodrank of 2 or higher; must be trained in ability that only functions while the Rector is wearing Coryan. no armor and carrying no shield. Class Skills Vow of Perfection (Ex): At 10th level, a member of the The Adept of the Shadows’ class skills (and the key Order of the Solemn Vows swears his sixth and final ability for each skill) are Autohypnosis (Wis), Balance vow, attaining the rank of Ductor. This vow requires (Dex), Bluff (Cha), Climb (Str), Concentration (Con), the Ductor to attempt perfection in all he does. Thus, Craft (Int), Diplomacy (Cha), Gather Information when not engaged in combat, the Ductor must always (Cha), Hide (Dex), Jump (Str), Knowledge (Local) (Int), attempt to “take 20” when it is not obvious that doing Knowledge (Nobility and Royalty) (Int), Knowledge so would result in a catastrophic failure. (Psionics) (Int), Listen (Wis), Move Silently (Dex), However, the Ductor gains his Charisma Open Lock (Dex), Profession (Wis), Search (Int), Spot bonus (if positive) as a bonus to all saving throws. This (Wis), Sleight of Hand (Dex), Tumble (Dex), and Use ability does not stack with the divine grace ability that Psionic Device (Cha). paladins have (and other similar abilities). This ability Skill Points at Each Level: 6 + Int modifier. only functions while the Ductor is wearing no armor and carrying no shield. Class Features All of the following are Class Features of the Adept of the Shadows prestige class. 60 val'Borda Adept of the Shadows ▪ PRESTIGE CLASSES Weapon and Armor Proficiency: An Adept of the Shadows gains proficiency in the hand crossbow and shortbow. She does not gain any additional armor proficiencies. Shadow Blade Affinity (Ex): An Adept of the Shadows may add levels in this class to those of the class that grants the Shadow Blade ability to determine the benefits of the blade. If the Adept of the Shadows has a Mind Blade, Power Points per Day: An Adept of Shadows’ ability she may add half her Adept of the Shadows levels to manifest powers is limited by the power points (round down) to the class that grants the Mind Blade to she has available. Her base daily allotment of power determine the benefits of the blade. points is given on Table 4-3: Adept of the Shadows. In addition, she receives bonus power points per day if Informants (Ex): An Adept of the Shadows is a she has a high Intelligence score (see Table 2-1: Ability master at gathering information, even that which is Modifiers and Bonus Power Points. Her race may also not normally known. At each level, she chooses one provide bonus power points per day, as may certain city to add to the list of city that she has a full network feats and items. of informants within. In those cities, she recieves an enhancement bonus to Gather Information checks Powers Known: An Adept of the Shadows learns equal to her class level. In all other cities, she recieves one power at first level, and from that time onwards, half the above bonus due to her ability to quickly locate each time she achieves a new level, she unlocks the information sources. knowledge of one new power. Choose the powers known from the Adept of Shadow Strike (Ex): If an Adept of the Shadows can the Shadows power list. An Adept of the Shadows can catch an opponent when he is unable to defend himself manifest any power that has a power point cost equal effectively from her attack, she can strike a vital spot to or lower than her manifester level. for extra damage. The total number of powers an Adept of the The Adept of the Shadows’ attack deals extra Shadows can manifest in a day is limited only by her damage any time her target would be denied a Dexterity daily power points. bonus to AC (whether the target actually has a Dexterity An Adept of the Shadows simply knows her bonus or not), or the Adept of the Shadows flanks her powers; they are ingrained in her mind. She does not target. Should the Adept of the Shadows score a critical need to prepare them (in the way that some spellcasters hit with a shadow strike, this extra damage is not prepare their spells), though she must get a good night’s multiplied. The extra damage from this ability stacks sleep each day to regain all her spent power points. with the extra damage from the sneak attack special The Difficulty Class for saving throws against ability. Adept of the Shadows powers is 10 + the power’s level The shadow strike ability may be used with + the Adept of the Shadows’ Intelligence modifier. ranged attacks, but only up to a maximum range of 30 feet. Maximum Power Level Known: An Adept of the An Adept of the Shadows can shadow strike Shadows is able to learn powers of 1st level. As she only living creatures with discernable anatomies– attains higher levels, she may gain the ability to master undead, constructs, oozes, plants, and incorporeal more complex powers. creatures lack vital areas to attack. Any creature that To learn or manifest a power, an Adept of the is immune to critical hits is not vulnerable to shadow Shadows must have an Intelligence score of at least 10 strikes. The Adept of the Shadows must be able to see + the power’s level. the target well enough to pick out a vital spot and must Table 4-3: Adept of the Shadows Power Base Attack Fort Ref Will Points / Powers Level Bonus Save Save Save Special Day Known 1st +0 +0 +2 +0 Shadow Blade Affinity, 2 1 Informants, Shadow Strike (1d6) 2nd +1 +0 +3 +0 Evasion 5 2 3rd +2 +1 +3 +1 Uncanny Dodge 9 3 4th +3 +1 +4 +1 Cloak of Night, Shadow Strike 14 4 (2d6) 5th +3 +1 +4 +1 Greater Weapon Focus 20 5 6th +4 +2 +5 +2 Improved Uncanny Dodge 28 6 7th +5 +2 +5 +2 Shadow Strike (3d6) 37 7 8th +6 +2 +6 +2 — 47 8 9th +6 +3 +6 +3 Shadow Delving 58 9 10th +7 +3 +7 +3 Crippling Strike, Shadow 70 10 Strike (4d6) Maximum Power Level Known 1st 1st 1st 2nd 2nd 3rd 3rd 4th 4th 5th 61 PRESTIGE CLASSES ▪ val'Dellenov Shaper of the Flesh be able to reach such a spot. An Adept of the Shadows Crippling Strike (Ex): An Adept of the Shadows who cannot shadow strike while striking a creature with has reached the pinnacle of the arts learns how to use her concealment or striking the limbs of a creature whose shadow strike ability to inflict different types of damage. vitals are beyond reach. When making a crippling strike, the Adept of the Shadows may choose, before rolling damage, to Evasion (Ex): Starting at 2nd level, an Adept of the forgo a number of extra dice of damage that the shadow Shadows can avoid even magical and unusual attacks strike ability would grant to deal different kinds of with great agility. If she makes a successful Reflex damage. saving throw against an attack that normally deals half damage on a successful save, she instead takes no Shadow Strike Dice Forsaken Alternate Extra Damage damage. Evasion can be used only if the Adept of the 1 extra point of Strength or Shadows is wearing light or no armor. A helpless Adept 1d6 Dexterity damage of the Shadows does not gain the benefit of evasion. 2d6 -10 foot penalty to the movement speed of the target (minimum 5 Uncanny Dodge (Ex): A 3rd level and higher Adept of feet; does not stack) the Shadows can react to danger before her senses would 3d6 Target is silenced and unable to normally allow her to do so. She retains her Dexterity cast spells or use abilities with bonus to AC (if any) even if she is caught flat-footed or a verbal component. This persists struck by an invisible attacker. However, she still loses until the target is the recipient of her Dexterity bonus to AC if immobilized. healing magic. If an Adept of the Shadows already has uncanny dodge from a different class she automatically Multiple effects can be combined. For example, by gains improved uncanny dodge instead. forsaking all of her shadow strike damage, an Adept of Cloak of Night (Su): Starting at 4th level, an Adept of the Shadows can summon forth Cadic’s dark shroud and conceal herself. By spending 10 power points, as a standard action, the Adept of the Shadows gains the Hide in Plain Sight ability for one minute. the Shadows could halve a target’s movement rate and deal 2 damage to the target’s Dexterity. Any given crippling strike cannot reduce any single ability by more than 2 points; furthermore, the ability damage is not poison damage, and as extra damage is not multiplied on a successful critical hit. Hide in Plain Sight (Su): An Adept of the Shadows can use the Hide skill even while being observed. As val’Dellenov Shaper of the Flesh long as she is within 10 feet of some sort of shadow, “Your reliance on the creations of man will be an Adept of the Shadows can hide herself from view in your downfall. Claw and Fang, Blood and Bone, the open without anything to actually hide behind. She these are the ways of the Shapers of Flesh.” ~ Vash val’Dellanov, Shaper of Flesh. cannot, however, hide in her own shadow. Greater Weapon Focus (Ex): At 5th level, an Adept of the Shadows gains Greater Weapon Focus (Shadow Blade) or Greater Weapon Focus (Mind Blade) as a bonus feat. Improved Uncanny Dodge (Ex): An Adept of the Shadows of 6th level or higher can no longer be flanked. This defense denies rogues the ability to sneak attack the character by flanking her, unless the attack has at least four more levels in rogue (or whatever class provides the sneak attack or shadow strike special attack) than the Adept of Shadows does. If the character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level required to flank the character. Deep in the jungles and forests of the world lives a small group of val’Dellanov. They believe that the reliance of the forge and of reworking metal has led to the downfall of man. They believe that the gods gave them all the things they need to wage war against your enemies. They seek to perfect the fusion of animal and man, combining the intelligence of man with the raw power of the animal form. Masters of shaping their bodies, they have given up all items that require fire to craft. Hit Die: d8 Requirements To qualify to become a Shaper of Flesh, a character must fulfill all of the following criteria. Alignment: Lawful Neutral, True Neutral or Chaotic Neutral. Base Fort Save: +5. Feats: Power Attack, Combat Manifestation. th Shadow Delving (Ex): At 9 level, the shadow delving Skills: Concentration 9 ranks, Knowledge (Nature) 5 power is automatically added to the Adept of the ranks, Psicraft 9 ranks. Manifesting: 5th level manifester, must be able to Shadows list of known powers. manifest animal affinity. Casting: Must be able to cast charm animal. Special: val’Dellanov or val’Holryn (with val’Dellanov powers); Must be able to wildshape. 62 val'Dellenov Shaper of the Flesh ▪ PRESTIGE CLASSES Class Skills The Shaper of Flesh’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (Nature) (Int), Knowledge (Psionics) (Int), Listen (Wis), Psicraft (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex). Skill Points at Each Level: 4 + Int modifier. Class Features All of the following are Class Features of the Shaper of Flesh prestige class. Weapon and Armor Proficiency: A Shaper of Flesh gains no additional weapon or armor proficiencies. Powers Known: At every level indicated on the table, the character gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the level of Shaper of Flesh to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly. If a character had more than one manifesting class before she became a Shaper of Flesh, she must decide to which class she adds the new level of Shaper of Flesh for the purpose of determining power points per day, powers known, and manifester level. Spells Known: At every level indicated on the table, the character gains additional spells per day and access to new spells as if she had also gained a level in whatever divine casting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the level of Shaper of Flesh to the level of whatever divine casting class the character has, then determines spells per day, spells known, and caster level accordingly. If a character had more than one divine casting class before she became a Shaper of Flesh, she must decide to which class she adds the new level of Shaper of Flesh for the purpose of determining spells per day, spells known, and caster level. Path of the Beast (Ex): A Shaper of Flesh lives a solitary life, and upon starting the training that is needed to become a Shaper of the Flesh, she must swear an oath by Saluwe. This oath details the following restrictions: • The Shaper of Flesh may not wear, use, or carry any item that is forged from metal. (This includes items such as metal rings, jewelry, metal armors and weapons, and more.) • The Shaper of Flesh may not wear or use any weapon or armor that is not part of a natural creature. (This precludes the Shaper of Flesh from using weapons that are created using spells or powers, excepting weapons such as claws and bite attacks, which are natural weapons.) • The Shaper of Flesh may never have an animal companion, psicrystal, or familiar. Furthermore, the Shaper of Flesh may never take the Leadership feat, and if she possesses the feat upon swearing the oath, then all benefits of the feat are immediately lost. • The Shaper of Flesh must complete all of her training before she is able to undertake training of any different kind. (Once you take one level of Shaper of Flesh, you must take the remaining nine before any other class may be taken.) If the Shaper of Flesh breaks any of these restrictions, then she loses access to all of the abilities of this class until the offense is corrected, and for 24 hours afterwards. This oath is not without benefits, for once this oath is sworn, the animal affinity power has its base power point cost reduced to 1 when manifested by the Shaper of Flesh (this benefit does not extend to crafting items; for example, a power stone of animal affinity or a psi-crown with animal affinity still have the normal manifesting cost). Table 4-4: Shaper of the Flesh Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Fort Ref Will Bonus Save Save Save Special +1 +2 +0 +2 Path of the Beast +2 +3 +0 +3 Natural Armor (+2) +3 +3 +1 +3 Swift Transformation +4 +4 +1 +4 Form of the Predator I +5 +4 +1 +4 Bestial Reflexes +6 +5 +2 +5 Bestial Soul +7 +5 +2 +5 Natural Armor (+4) +8 +6 +2 +6 Form of the Predator II +9 +6 +3 +6 Natural Armor (+6) +10 +7 +3 +7 Predatory Apotheosis, Granted Powers Spellcasting / Powers Known +1 divine caster level +1 manifester level +1 divine caster level +1 manifester level +1 divine caster level +1 manifester level +1 divine caster level +1 manifester level +1 divine caster level +1 manifester level 63 PRESTIGE CLASSES ▪ val'Emman Dancer of the Flame Furthermore, levels in Shaper of Flesh stack Finally, while using form of the predator, the with other classes that grant wildshape for the purpose Shaper of Flesh receives a +4 enhancement bonus to of determining maximum Hit Dice, duration, and uses Strength, Dexterity, and Constitution. He also gains per day. This stacking does not extend to unlocking Damage Reduction 5/silver. additional creature sizes or types. Granted Powers (Ex): At 10th level, the Shaper of Natural Armor (Ex): Starting at 2nd level, a Shaper of Flesh may add the bestial form and bestial healing the Flesh experiences a transformation in their flesh. powers to her list of known powers. Their flesh hardens into thick, scaly armor plates or coarse fur, or similar. This change grants them a +2 val’Emman Dancer of the Flame bonus to natural armor, increasing to +4 at 7th level “Most see fire as the ultimate source of destruction, and +6 at 9th level. The physical change this ability while ignoring the grace and utility of fire. Take it upon represents is slightly different in each Shaper of the yourselves to demonstrate to the world that fire has a Flesh. This ability is active, even while wildshaping or beauty, a grace, and a use beyond mere destruction.” using form of the predator. - Torvale val’Emman’s instructions to prospective Dancers of the Flame Swift Transformation (Su): Once per day per three class levels, the Shaper of Flesh can wildshape as a The recent rediscovery of the val’Emman mentagi, free action. an ancient device that contains encoded history and teachings, the views on the worship of Nier have been Form of the Predator (Su): Having reached 4th level, broadened. While the val’Emman were members of the the Shaper of Flesh chooses a single animal to become val’Virdan family for generations, they do also have his preferred combat form. The chosen animal must their own perspective on the worship of Nier. be one into which he can wildshape at the time. Once Unlike the val’Virdan who worship Nier as the a form has been chosen, it may not be changed. At 8th Justicar and Destroyer, the val’Emman typically worship level, the Shaper of Flesh may select a second form, Nier as the Lord of Fire. It is true, fire is the ultimate meeting the same criteria as the first (although, it may destroyer, but it also brings life behind it and can restore be any animal that he can wildshape into at 8th level). areas that have been destroyed by other means. Yet, The Shaper of the Flesh gains several benefits there is also an inescapable beauty and attraction to fire, when wildshaped into a selected form. He may cast another pair of attributes favored by the val’Emman. spells as if he had the Natural Spell feat. He gains a +1 The Dancer of the Flame’s training teaches bonus to all saving throws. Finally, objects that occupy her to exemplify the beauty and grace of fire while not the neck, belt, cloak, and fetish slots continue to grant reveling in absolute destruction. their benefits. Hit Die: d8 Bestial Reflexes (Su): At 5th level, the Shaper of Flesh Requirements is in tune with his growing animal nature to the extent To qualify to become a val’Emman Dancer of the that his reflexes become honed by instinct. He gains his Flame, a character must fulfill all of the following Charisma bonus as a divine bonus to all saving throws. criteria: If you already have similar abilities, such as divine Alignment: Any non-Lawful. grace, you instead receive a +1 bonus to all saves. Skills: Concentration 8 ranks, Knowledge (Religion) 1 rank, Knowledge (Psionics) 2 ranks. Bestial Soul (Su): At 6th level, the Shaper of Flesh’s Manifesting: Must have a power point reserve of at mind has changed such that he is now more animal least 1 power point. than not. The Shaper of Flesh is considered an animal, Special: val’Emman or val’Holryn (with val’Emman instead of his actual creature type, for the purposes powers). of spells, powers, and effects that are dependent on creature type. For example, charm person no Class Skills longer affects a Shaper of Flesh; however, he can The Dancer of the Flame has the following class be affected by a turn check that affects animals. skills (with the key ability for each skill): Climb (Str), Concentration (Con), Craft (any) (Int), Examine Predatory Apotheosis (Su): At 10th level, the Shaper Martial Technique (Wis), Intimidate (Cha), Jump (Str), of Flesh becomes an animal in all rights. First, the Knowledge (Religion) (Int), Knowledge (Psionics) Shaper of Flesh’s creature type changes to animal. He (Int), and Psicraft (Int). does not lose any of his traits or abilities, nor does his Skill Points per level: 2 + Int. modifier. Intelligence change. He does not gain the Augmented subtype from this change. Class Features The Shaper of Flesh gains an extra 5 uses of All of the following are class features of the Dancer of wildshape each day, but may no longer transform into the Flame prestige class. any creature except those selected through his form of the predator ability. This applies to all forms of Weapon and Armor Proficiency: Dancers of the wildshape that the Shaper of Flesh may have. Flame gain no proficiency with any weapon or armor. 64 val'Emman Dancer of the Flame ▪ PRESTIGE CLASSES Table 4-5: Dancer of the Flame of the Flame wields it. This ability stacks with similar abilities granted by bloodline powers, and magical enhancements. Base Attack Fort Ref Will Nimbus (Ps): Beginning at 5th level, a Bonus Save Save Save Special Dancer of the Flame can activate this ability Fire lash +1 +2 +2 +0 as a move action. Flames that harm neither +2 +3 +3 +0 Fire adaptation, hand afire the Dancer of the Flame nor her equipment engulf her entire body. While she is aflame, +3 +3 +3 +1 Bolt of fire the character’s Charisma score increases by +4 +4 +4 +1 Weapon afire 4, she can make a melee touch attack for +5 +4 +4 +1 Nimbus 2d6 points of fire damage, and she gains +6 +5 +5 +2 Firewalk damage reduction 5/magic. If she is struck in melee, the attacker takes 2d6 points of +7 +5 +5 +2 Fear no fire fire damage. This ability lasts for up to 1 +8 +6 +6 +2 Greater weapon afire minute per Dancer of the Flame level and +9 +6 +6 +3 Heat death is usable once per day. +10 +7 +7 +3 Conflagration Firewalk (Su): Beginning at 6th level, as Fire Lash (Ps): A Dancer of the Flame gains the ability a free action a Dancer of the Flame can expend her to fashion a 15-foot-long whip of fire from unstable psionic focus (see the Concentration skill description) ectoplasm as a move action. She takes no damage from to literally walk on air. She moves at her normal speed a fire lash she creates, and if she releases her hold, it in all directions, including vertically, but cannot move immediately dissipates. The lash deals 1d8 points of more than double her speed in a round. A firewalking fire damage to a target within 15 feet on a successful dancer leaves footprints of flame in the air that disperse ranged touch attack. A Dancer of the Flame can take in 2 rounds, but her tread does not deal damage. She Weapon Focus and Weapon Specialization (if she must pay 1 power point per round spent traveling in otherwise meets the prerequisites) in conjunction with this fashion. the fire lash, as well as any feats that apply to the use of a standard whip. The whip remains in existence as long Fear No Fire (Ex): At 7th level, a Dancer of the Flame as the Dancer of the Flame holds it. The fire lash can becomes highly resistant to fire, gaining a +8 bonus on be used to perform anything that a normal whip can do. all saving throws against fire and heat spells and effects The Danger of the Flame is considered proficient when and also gaining resistance to fire 20. These bonuses using the fire lash, but not any other whip (unless they do not stack with those granted by the Fire Adaptation are otherwise proficient in the use of whips). ability. At 10th level, these bonuses become complete immunity to fire. Fire Adaptation (Ex): At 2nd level, a Dancer of the Flame becomes resistant to fire, gaining a +4 bonus Greater Weapon Afire (Ps): At 8th level, when a on all saving throws against fire and heat spells and Dancer of the Flame activates her hand afire ability or effects. In addition, she gains resistance to fire 10. her weapon afire ability, her unarmed attack or weapon deals an extra 4d6 points of fire damage instead of 2d6. Hand Afire (Ps): A Dancer of the Flame of 2nd level Touch attacks made while she uses the nimbus ability or higher can activate this ability as a move action. likewise deal 4d6 points of damage instead of 2d6. Flames engulf one of the Dancer of the Flame’s hands (but do her no harm). Her unarmed attacks with that Heat Death (Ps): A Dancer of the Flame who reaches hand are treated as armed. Such attacks deal an extra 9th level can expend her psionic focus and take a full 2d6 points of fire damage. attack action to raise the internal temperature of one living creature within 30 feet to lethal levels. The target Bolt of Fire (Ps): Starting at 3rd level, as a standard must succeed on a Fortitude saving throw (DC 14 + the action, a Dancer of the Flame can launch a bolt of Dancer of the Flame’s Cha modifier) or die horrifically psionically manifested fire at any target in line of sight as its blood (or other internal fluid) boils. Even on within 60 feet. This effect is treated as a ranged touch a successful save, the target takes 4d8 points of fire attack and deals 1d6 points of fire damage for each damage from the heat. class level the Dancer of the Flame has. This ability can be used at most once per day per class level. This ability may be used twice per day at 9th level, and three times each day at 10th level. This is a psionic Weapon Afire (Ps): At 4th level and higher, a Dancer effect and is considered to have the [Death] and the of the Flame can activate this ability as a move action. [Fire] descriptors. Treat this as a 4th level power for Flames that harm neither her nor the weapon engulf the purposes of spells or powers that grant immunity to one weapon she holds (which can be a projectile such effects with the [Death] and/or [Fire] descriptors. as a stone, bullet, arrow, or bolt). The weapon deals an extra 2d6 points of fire damage on a successful hit. The weapon retains this effect for as long as the Dancer Class Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 65 PRESTIGE CLASSES ▪ val'Holryn Master of Mimicry Conflagration (Ps): At 10th level, a Dancer of the Flame gains the ability to create a massive burst of raging flames around herself, burning everything in the area. Once per day, as a standard action, she can use this ability to deal 15d6 points of fire damage in a 30-foot-radius burst emanating from herself. Any creature or object caught in the burst can make a Reflex saving throw (DC 15 + the Dancer of the Flame’s Cha modifier) for half damage. Anyone failing the Reflex save against the conflagration must also make a Fortitude saving throw (same DC) or die due to extreme shock from the intense heat. This is a psionic effect and is considered to have the [Death] and the [Fire] descriptors. Treat this as a 5th level power for the purposes of spells or powers that grant immunity to effects with the [Death] and/or [Fire] descriptors. Hit Die: d6 Requirements To qualify to become a val’Holryn Master of Mimicry, a character must fulfill all the following criteria: Feats: Expanded Insight, Skill Focus (Psicraft). Skills: Knowledge (Psionics) 13 ranks, Psicraft 13 ranks, Research 5 ranks. Special: val’Holryn (with any power set); must be trained in Milandir. Class Skills The Master of Mimicry has the following class skills (with the key ability for each skill): Autohypnosis (Wis), Concentration (Con), Craft (Int), Knowledge (any, taken individually) (Int), Psicraft (Int), and Research (Int). Skill Points per level: 2 + Int. modifier. Class Features Amongst all of the Val families, the val’Holryn are All of the following are class features of the Master of unique in their ability to manifest the bloodline powers Mimicry prestige class. of the other Val families. It is possible that the family does have bloodline powers of their own, but if they Weapon and Armor Proficiency: The Master do then their use is either so subtle as to be unnoticed, of Mimicry gains no additional weapon or armor or they simply never use them where anyone not of the proficiencies. family can observe their use. This unique ability of the val’Holryn family Powers Known: At every level indicated on the table, has led to much speculation amongst scholars, but the character gains additional power points per day and it has also led the family to pursue avenues of access to new powers as if she had also gained a level experimentation with psionics that other families have in whatever manifesting class she belonged to before not had the necessary insight to consider. It is from she added the prestige class. She does not, however, those fringe experiments that the val’Holryn family’s gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation Master of Mimicry was born. - Excerpt from Gerhald Fruendrik-Holryn’s “History feats, psicrystal special abilities, and so on). This essentially means that she adds the level of Master of of the val’Holryn” Mimicry to the level of whatever manifesting class the Every discipline of magic has spells or powers that allow character has, then determines power points per day, the duplication, to a limited degree, of other powers powers known, and manifester level accordingly. and effects. However, sages amongst the val’Holryn If a character had more than one manifesting class have perfected a psionic method for duplicating psionic before she became a Master of Mimicry, she must powers, without knowing the specific mental forms that decide to which class she adds the new level of Master of Mimicry for the purpose of determining power are used to create these effects by most manifesters. While people outside of the family have seen points per day, powers known, and manifester level. the results of this val’Holryn training, none outside the val’Holryn family have ever been trained in the Flash-Recall (Ex): Anytime a Master of Mimicry techniques required to be able to mimic powers. observes a power being manifested and correctly Furthermore, all of the val’Holryn Masters of Mimicry identifies the power using the Psicraft skill, he may add that power to his list of powers known for one round are trained at the family’s holdings in Milandir. per class level. To qualify as observing a power being manifested, Table 4-6: Master of Mimicry the Master of Mimicry must be able to clearly see Base the manifester; that is the Class Attack Fort Ref Will manifester may not have Level Bonus Save Save Save Special Spells per Day concealment or hard cover 1st +0 +0 +0 +0 Flash-Recall +1 Manifester Level from the Master of Mimicry. 2nd +1 +0 +0 +0 — +1 Manifester Level The power is added to the list of powers known as a 3rd +1 +1 +1 +1 Innate Knowledge +1 Manifester Level power of the same level as 4th +2 +1 +1 +1 — +1 Manifester Level it is for the manifester who 5th +2 +1 +1 +1 Perfect Memory +1 Manifester Level was observed. For example, val’Holryn Master of Mimicry 66 val'Inares Traveler of the Spirit ▪ PRESTIGE CLASSES a Master of Mimicry observes the evade burst power being manifested by a psion. The power is added to his list of powers known as a 7th level power, with a base power point cost of 13 power points; it is not added as a 3rd level power. The Master of Mimicry must still follow all the normal rules when manifesting these powers; thus it is possible to add powers of a level higher than those that the Master of Mimicry can manifest to his list of powers known. This also means that it is possible for a Master of Mimicry who cannot manifest entropic powers to have an entropic power on his powers known list for a period of time; however, it does not give him the ability to manifest the power. A Master of Mimicry may not use this ability on powers for which he is manifester. Using this ability is an immediate action. Innate Knowledge (Ex): Anytime a Master of Mimicry of at least 3rd level gains the use of a power using the Flash-Recall ability he can choose to learn that power permanently in place of a power he already knows. The Master of Mimicry can exchange the newly-learned power for any power of equal or higher level that has not been added to his list of powers known using the Flash-Recall ability. This exchange does not come without cost, as the Master of Mimicry must pay 25 xp per power level of the power that he desires to learn permanently. This experience cost cannot be modified or prevented in any fashion. The power that the Master of Mimicry chooses to remove from his list of powers known remains in his list of known powers for one round per class level, and is considered to have been added temporarily to the list of powers known through the use of the Flash-Recall ability. Perfect Memory (Ex): At 5th level, a Master of Mimicry may select any five powers that he has known at one time through the use of the Flash-Recall ability. He may add these powers permanently to his list of powers known. The power level of these powers is the same as the power level at which they were added using the Flash-Recall ability. Furthermore, there are limitations on the maximum power level of these added powers. The highest level of these added powers must be at least one level lower than the highest level power that the Master of Mimicry can manifest. Each additional power must be at least one level lower than the previously added power. For example, Hueven val’Holryn can manifest 8th level powers when he gains his 5th level in Master of Mimicry. The first power he adds to his powers known can be any power he has “learned” using the Flash Recall ability with a “learned” level of 7 or lower. The second power must be 6th level or lower; the third 5th or lower, and so forth until the 5th power which must be 3rd level or lower. Once these powers are selected they cannot be changed, unless they are exchanged using the Innate Knowledge ability. val’Inares Traveler of the Spirit There exists many means of traveling with your mind. The shamans of the Pengik and Yhing-hir peoples use meditation and spirit-casting to send their spirits and those of others into the Spirit realms. Oracles and other diviners send their spirits delving across the planes in search of knowledge and glimpses of what may come. However, our mother, Anshar, has gifted us with a desire to travel, and a deep understanding of the means to travel long distances. What if we travel solely within the mind, rather than with our corporeal form? To see what paths lie ahead is often as valuable as walking the paths themselves. - Lalia val’Inares’ ponderings on the nature and purpose of Spirit Traveling. It is not uncommon to find seers and others who have unique insight into the future; it is also not uncommon to find individuals who can see at a great distance, or discern the smallest details. While the val’Inares Traveler of the Spirit is capable of such matters, it is their ability to do both at the same time that makes them unique. The techniques that the val’Inares use to create this unusual sight ability are closely guarded, but scholars outside the family have surmised that it involves a connection with the family’s ability to manipulate the Portals of Anshar. Whether this is true or not has never been confirmed or denied by the family. Hit Die: d4 Requirements To qualify to become a val’Inares Traveler of the Spirit, a character must fulfill all the following criteria: Feats: Blind-fight, Skill Focus (Psicraft). Skills: Listen 5 ranks, Psicraft 8 ranks. Manifesting: 5th level manifester, must be able to manifest clairvoyant sense. Special: val’Inares or val’Holryn (with val’Inares powers). Class Skills The Traveler of the Spirit has the following class skills (with the key ability for each skill): Autohypnosis (Wis), Concentration (Con), Craft (Int), Knowledge (any, taken individually) (Int), Listen (Wis), Psicraft (Int), Research (Int), Search (Int), and Spot (Wis). Skill Points per level: 2 + Int. modifier. Class Features All of the following are class features of the Traveler of the Spirit prestige class. Weapon and Armor Proficiency: The Traveler of the Spirit gains no additional weapon or armor proficiencies. Powers Known: At every level indicated on the table, the character gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before 67 PRESTIGE CLASSES ▪ val'Inares Traveler of the Spirit she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the level of Traveler of the Spirit to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly. If a character had more than one manifesting class before she became a Traveler of the Spirit, she must decide to which class she adds the new level of Traveler of the Spirit for the purpose of determining power points per day, powers known, and manifester level. Mental Creature (Ex): A Traveler of the Spirit slowly loses her ability to use normal sight, becoming a solely mental creature. The range of all of her modes of vision (except that granted by features of this class) is reduced by 20% for each level of Traveler of the Spirit she has. Amongst the other effects, this ability imposes a –2 penalty to Spot per class level. Sight of our Lady (Ex): A Traveler of the Spirit learns to see things around herself without the need for using her eyes. She develops an ability to sense the presence or absence of creatures, and even innate objects around her. She gains blindsight with a range of 10 feet plus 10 feet per Traveler of the Spirit level. This ability is continuously active, and this blindsight is not an auditory ability, as the presence or lack of sound is irrelevant to the use of this ability. Blindsight makes invisibility and concealment (regardless of source) irrelevant to the Traveler of the Spirit (though she still can’t see ethereal creatures and must have line of effect to a creature or object to discern that creature or object). The Traveler of the Spirit usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight ability. Blindsight does not allow for the distinguishing of color or visual contrast, thus the Traveler of the Spirit may not read other than through the use of powers like clairvoyant sense that would allow her to ‘see’ the material to be read. Blindsight renders the Traveler of the Spirit immune to gaze attacks and blinding attacks. Blindsight works underwater, but will not work in the complete absence of air, water, or other material. Power Mastery (Ex): At 2nd level, the Traveler of the Spirit has mastered the manifesting of the clairvoyant sense power. You may now manifest the power in any location, simply by indicating a distance and direction; however, when you are doing so the duration of the power is reduced to 1 round / level. The Sight of our Lady ability described above functions through your clairvoyant sense power. At 4th level, you may select any Clairsentience (Scrying) power you know (including clairvoyant sense); the base power point cost of this power is halved (round down, minimum 1). To See Beyond (Ex): A Traveler of the Spirit who has reached 3rd level gains the ability to sometimes see into the spirit world. Once per day, the Traveler of the Spirit gains the ability to see ethereal creatures as if they were corporeal, so long as they are within sight of one or more of her means of vision. This ability lasts for 1 minute per class level and may not be used through the clairvoyant sense power. At 5th level, the Traveler of the Spirit gains a second use of this ability each day. Star Sight (Ex): A Traveler of the Spirit who reaches 5th level can triple the range of the blindsight granted by the Sight of our Lady ability. This ability lasts a total of one minute each day (10 rounds), however, it does not need to be used contiguously. That is, a Traveler of the Spirit can elect to use this ability on a round by round basis. Activating this ability is a free action taken at the start of the turn. val’Ishi Empathic Healer “As she walked through the refugee camp, she reached out and touched those she passed. Wherever her touch landed, disease departed and health returned. Before she had reached even part way into the camp, she was surrounded by supplicants, each begging to be touched and so healed of all that afflicted them. I happened to see the tears that flowed without abandon down her face, as she observed the misery around her. Despite her orders to proceed to the camp commander, she instead sat down. She sat down and proceeded to heal all who came to her. I have never seen such compassion and caring since.” - General Dorjan val’Mehan speaking of Elise val’Ishi after the Battle of Enpebyn There are those who can feel the pain of others, and of those, some seek out the means to draw that pain, hurt, and tender emotion into themselves, Table 4-7: Traveler of the Spirit Class Level 1st 2nd 3rd 4th 5th 68 Base Attack Fort Bonus Save +0 +0 +1 +0 +1 +1 +2 +1 +2 +1 Ref Save +0 +0 +1 +1 +1 Will Save +2 +3 +3 +4 +4 Special Spells per Day Mental Creature, Sight of our Lady +1 Manifester Level +1 Manifester Level Power Mastery (clairvoyant sense) To See Beyond +1 Manifester Level Power Mastery +1 Manifester Level Star Sight +1 Manifester Level val'Ishi Empathic Healer ▪ PRESTIGE CLASSES Powers Known: Where the table indicates the Empathic Healer gains +1 manifester level, the psionic character gains additional power points per day and access to new powers as if he or she had gained a level in whatever manifesting class they belonged to before adding this class. The Empathic Healer does not gain any other benefits that the base class provided, such as improvement to his psicrystal or bonus feats. If a character had more than one manifesting class before taking this prestige class they must choose which class they will add the level to. Where the table indicates psionic training, the Empathic Healer’s manifester level increases by 1, but he does not gain any additional power points or Hit Die: d4 learn any additional powers. For example, a 5th-level Requirements psion / 10th-level empathic healer only has the power To qualify to become a val’Ishi Empathic Healer, a points and known powers of a 12th-level Psion but can character must fulfill all the following criteria: manifests those powers at 15th level. Alignment: Any non-Evil. Feats: Mind Over Body. Induction (Ex): A character brought into the tradition Skills: Heal 8 ranks, Knowledge (Psionics) 4 ranks, of empathic healer swears to use their powers to mitigate Knowledge (Religion) 4 ranks. the suffering felt throughout the world. Though not as Manifesting: Must be able to manifest Body Adjustment rigid as the oath taken by the Hospitalers of Beltine, an or Empathic Transfer. empathic healer who learns Hostile Empathic Transfer, Special: val’Ishi or val’Holryn (with val’Ishi powers) Crisis of Life, or any psionic power with the Death or Val with 20 or more Fame within the Holy Mother descriptor are expelled from the order. They retain any Church of Coryan and no Infamy with the Hospitalers abilities they have learned to that point, but can no of Beltine. longer progress in this Prestige Class. If the Empathic Healer has knowledge of Class Skills a power that would violate this oath when they take The Empathic Healer has the following class skills their first level, they must immediately exchange those (with the key ability for each skill): Autohypnosis powers for other powers of the same or lower level. (Wis), Concentration (Con), Craft (Int), Heal (Wis), This exchange has no associated cost, and only applies Knowledge (any, taken individually) (Int), Psicraft to powers that would violate the tenets. (Int), Research (Int), and Search (Int). Skill Points per level: 2 + Int. modifier. Empathic Healing (Su): By laying on hands and expending power points you may heal another as a Class Features standard action. You may spend 1 power point per All of the following are class features of the Empathic class level, and each power point so spent heals 3 hit Healer prestige class. points of damage. At 5th level, each power point heals Weapon and Armor Proficiency: The Empathic Healer 6 hit points, and at 9th level each power point heals 9 gains no additional weapon or armor proficiencies. hit points. soothing those around them. It is those precious few who become Empathic Healers. All Empathic Healers are trained by the Hospitalers of Beltine and members of the val’Ishi family. While some Empathic Healers join the Hospitalers, many also do not, instead choosing to wander the lands of Onara, helping those in need. The easiest path to becoming an empathic healer is that of a psion; however, the limitations of the Empathic Healer’s vows often exclude kineticists and other psions who concentrate on inflicting damage. Instead it is common to find shapers and telepaths amongst the ranks of the Empathic Healers. Table 4-8: Empathic Healer Class Base Fort Level Attack Bonus Save 1st +0 +0 Ref Save +0 2nd 3rd 4th 5th 6th 7th 8th 9th +1 +1 +2 +2 +3 +3 +4 +4 +0 +1 +1 +1 +2 +2 +2 +3 +0 +1 +1 +1 +2 +2 +2 +3 10th +5 +3 +3 Will Save Special Empathic Healing (3), +2 Induction, Body Meditation +3 Absorb Disease +3 Absorb Poison +4 Body Meditation (Improved) +4 Empathic Healing (6), Spirit Binding +5 Nullify Enchantments +5 Mastery of the Body +6 Body Meditation (Greater) +6 Empathic Healing (9), Greater Psionic Purification +7 Font of Life Manifesting Psionic Training +1 Manifester Level +1 Manifester Level +1 Manifester Level Psionic Training +1 Manifester Level +1 Manifester Level +1 Manifester Level Psionic Training +1 Manifester Level 69 PRESTIGE CLASSES ▪ val'Ishi Empathic Healer Empathic healing does not affect constructs, for that creature to make the secondary save against elementals, oozes, undead, or any other creature that that particular instance of poison. The creature is still has no discernable anatomy. vulnerable to the poison should they come into contact with it again in the future. Body Meditation (Ex): An empathic healer learns If you spend additional power points while their arts in part by mastering the healing processes manifesting this ability, you may absorb additional within their own body. poisons at once; each additional 3 power points spent At 1st level an empathic healer may expend allow for one additional poison to be absorbed. You their focus as an immediate action to use their Will save cannot spend more power points using this ability than instead of their Fortitude save when attempting to fight your manifester level. off the effects of disease or poison. Use of this ability should be treated as At 4th level an empathic healer may expend manifesting a 4th-level power; the manifesting time for their focus as an immediate action to use their Will save this ability is 1 standard action. If the target creature instead of their Fortitude save when attempting to fight does not wish to have the poison removed, then the use off the effects of a spell with the death descriptor (such of this ability fails. as slay living) or when making saving throws to shrug off negative levels. Spirit Binding (Ex): The psionic raise dead power is At 8th level an empathic healer may expend added to your list of powers known. their focus as an immediate action to use their Will save instead of their Fortitude save against when fighting off Nullify Enchantment (Ex): The psionic break any effect. enchantment power is added to your list of powers known. Absorb Disease (Ps): You can cull a disease from another’s body and absorb it into your own using your Mastery of the Body (Ex & Su): At 7th level, the mind. By expending your psionic focus and spending Empathic Healer’s control of his own body grants many 5 power points, you can remove a single disease benefits. You are immune to all diseases, poisons, and afflicting the touched creature. You are immediately the effects of aging. Furthermore, if you are psionically affected by the disease and must make a saving throw focused, you are immune to ability damage (but not or suffer the affliction. ability burn). This latter immunity is supernatural in When you absorb a disease from a creature, nature; the remainder of this ability is extraordinary. the associated damage that the disease has previously Despite being immune to the debilitating afflicted remains; you have only removed the need effects of aging, you still die normally when your for that creature to make saves against that particular allotted span of time is up. infection in the future. The creature is still vulnerable to re-infection should they contract the disease again. Greater Psionic Purification (Ps): You can purify the If you spend additional power points while body and soul of a creature that you touch. By expending manifesting this ability, you may absorb additional your psionic focus and 13 power points, you can remove diseases at once; each additional 3 power points spent all negative levels, ability damage, fatigue, exhaustion, allow for one additional disease to be absorbed. You insanity, and confusion from the touched creature. cannot spend more power points using this ability than At your option, you may also restore lost your manifester level. levels, drained ability scores, regenerate lost limbs, or Use of this ability should be treated as restore the creature to full health (maximum hit points); manifesting a 3rd-level power; the manifesting time for however, these latter powerful healings require an this ability is 1 round. If the target creature does not additional expenditure. For each category of additional wish to have the disease removed, then the use of this healing you wish to perform, you must burn 2 points of ability fails. Constitution. Finally, the injuries that are to be healed, using these latter options, must have occurred within 1 Absorb Poison (Ps): You can cull a poison from week per class level of the Empathic Healer. another’s body and absorb it into your own using your Use of this ability should be treated as mind. By expending your psionic focus and spending 7 manifesting a 7th-level power; the manifesting time for power points, you can remove a single poison afflicting this ability is 10 minutes. If the target creature does not the touched creature. You are immediately affected by wish to be purified, then the use of this ability fails. the poison and must make a saving throw or suffer the damage (you suffer the primary damage when you Font of Life (Su): At 10th level, the Empathic Healer’s use this ability, and one minute later the secondary body and soul are tightly bound by the strength of damage). Beltine flowing through her. If you are under the effects of the delay poison Anytime you would be reduced to below spell or similar effects, then you must make the initial 1 hit point, you may expend your psionic focus and saving throw when such effects end. power points to immediately heal yourself of damage. When you absorb a poison from a creature, Each power point spent in this fashion heals 1 point the associated damage that the poison has previously of damage; you cannot use this ability to heal yourself afflicted remains; you have only removed the need further than to 1 hit point above zero. 70 val'Mehan Savant of the Impure Mind ▪ PRESTIGE CLASSES Hit Die: d4. Requirements To qualify to become a Savant of the Impure Mind, a character must fulfill all the following criteria. Alignment: Must be Lawful or Chaotic. Base Will Save: +5. Feats: Narrow Mind, Psionic Endowment. Skills: Concentration 9 ranks, Knowledge (The Planes) 5 ranks, Psicraft 9 ranks. Manifesting: 5th level manifester, and able to manifest mindlink. Special: val’Mehan or val’Holryn (with val’Mehan powers); Bloodrank of 2 or higher; must be trained by val’Mehan Savant of the Impure Mind “Men have always said ‘Know Thine Foe.’ Well, the Canceri branch of the val’Mehan family. there is more to knowing a foe than seeing their form, and learning that they are dangerous. We strive to Class Skills know their mind, to explore the darkest recesses of a The Savant of the Impure Mind’s class skills (and tormented soul. Mind you, it seems that not everyone the key ability for each skill) are Autohypnosis thinks what we do is so noble. Recently I heard that the (Wis), Bluff (Cha), Concentration (Con), Craft (Int), Mother Church of Coryan wanted to have a chat with Diplomacy (Cha), Heal (Wis), Knowledge (Psionics) (Int), Knowledge (The Planes) (Int), Psicraft (Int), and me. Such a shame that they wont get their chance.” ~ Scaeva val’Mehan, Savant of the Impure Sense Motive (Wis). Skill Points at Each Level: 2 + Int modifier. Mind, whereabouts currently unknown. The use of this ability occurs as an immediate action. You do not suffer any adverse consequences from the suffered damage, unless after using this ability you have fewer than 0 hit points. If you do not have your psionic focus when this ability would activate, you may instead choose to expend 20 additional power points (that do not provide healing) in place of your psionic focus. You may not make this substitution when activating any other ability; nor may you make this substitution if you currently have a psionic focus. Within their secret enclaves, hidden within the dark recesses of Canceri, the val’Mehan family has long sought out pathways to power that are concealed from most. Out of this dark ambition was born the Savant of the Impure Mind. Drawing on their gifts from Sarish, and other more esoteric knowledge, the val’Mehan discovered a means to bind their minds to those of bound Infernals. Each Savant of the Impure Mind is paired with one bound Infernal, an Infernal who is usually kept in manacles of Sarishan Steel deep within a stronghold of the val’Mehan family. It is from this Infernal that the Savant draws his power. Of course, such dark sources of power are frowned upon, and it is well known that many groups frown heavily upon this practice. Notable amongst its opponents are the Dwarves of Tir Betoq and the Holy Mother Church who have declared the practice to be heretical. The most common path to becoming a Savant of the Impure Mind is to follow the path of the Telepath; however, anyone who can manifest powers and the mindlink power can be accepted by the family to undergo the specialized training of the Savant. Class Features All of the following are Class Features of the Savant of the Impure Mind prestige class. Weapon and Armor Proficiency: A Savant of the Impure Mind gains no additional weapon or armor proficiencies. Powers Known: At every level indicated on the table, the character gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the level of Savant on the Impure Mind (excluding the first and sixth levels) to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly. If a character had more than one manifesting class before she became a Savant of the Impure Mind, Table 4-9: Savant of the Impure Mind Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 Fort Ref Will Save Save Save Special +0 +0 +2 Dark Symbiosis +0 +0 +3 Mindlink Mastery +1 +1 +3 — +1 +1 +4 Consuming the Essence +1 +1 +4 Demon’s Guile +2 +2 +5 Devil’s Cunning +2 +2 +5 — +2 +2 +6 Dark Soul +3 +3 +6 — +3 +3 +7 Perfect Union Powers Known — +1 level of existing manifesting class +1 level of existing manifesting class +1 level of existing manifesting class +1 level of existing manifesting class — +1 level of existing manifesting class +1 level of existing manifesting class +1 level of existing manifesting class +1 level of existing manifesting class 71 PRESTIGE CLASSES ▪ val'Mehan Savant of the Impure Mind she must decide to which class she adds the new level of Savant of the Impure Mind for the purpose of determining power points per day, powers known, and manifester level. checks. Additionally, the DC to resist your compulsion effects increases by +1; this bonus stacks with that provided by the Spell Focus feats and the Psionic Endowment feats. Dark Symbiosis (Ex): Upon taking their first level, the Savant of the Impure Mind undergoes a powerful ritual. During the course of this ritual, a portion of his mind is fused with that of the Infernal that he is being bonded with. While this ritual is derived from that used to create members of the Order of the Inner Demon, it differs in the extent of the bond. This bond is a purely mental bond, and the exchange is better described as parasitic, than symbiotic, despite what the val’Mehan have claimed. This relationship grants the Savant of the Impure Mind the Tainted subtype. This allows him to now take feats that require the creature to be Tainted. However, the presence of this taint has made itself known through the Unnatural Aura that develops around the Savant. This aura grants a -2 penalty to Handle Animal and Ride checks. Furthermore, most animals will seek to avoid being near the Savant. The initial bond makes it more difficult for others to influence the Savant’s mind. He gains a +2 bonus on saving throws against Charm and Compulsion effects. Lastly, the symbiosis is not perfect. Each time the Savant gains a level, he must make both a Fortitude and Will save. The DC for these saves is 10 + New Class Level + Intelligence modifier. Failing the Fortitude save imposes a permanent -1 penalty to Constitution (treat this as a newly imposed racial ability penalty), as the Infernal energies that course through him weakens his mortal form. Failing the Will save changes his alignment one step towards Evil as his mind is tainted by the evil he has bonded to himself. Dark Soul (Su): The Infernal Taint lies heavy upon your soul, festering it, corrupting it, and permeating your being with its dark energies. These energies grant you a resistance to other forces that would seek to affect you. You now gain Spell Resistance of 11 + your Savant of the Impure Mind class level. Mindlink Mastery (Su): At second level, the bond between the Savant and his Infernal can spill over to others. He now gains Telepathy with a range of 20 feet. Thus, he can communicate with any creature that has Language. At 6th level, the range of his Telepathy increases to 40 feet, and at 10th level it reaches it’s maximum of 60 feet. Consuming the Essence (Ex): The Savant of the Impure Mind has now learned how to mentally absorb portions of the Infernal’s essence. He now has gained immunity to all charm and compulsion effects. Demon’s Guile (Ex): The charm and guile of the demon have infused you. You gain a +1 bonus to Bluff and Gather Information checks. Additionally, the DC to resist your charm effects increases by +1; this bonus stacks with that provided by the Spell Focus feats and the Psionic Endowment feats. Devil’s Cunning (Ex): The cunning and deceit of the devil have insinuated themselves into your mind. You gain a +1 bonus to Diplomacy and Sense Motive 72 Perfect Union (Ex): You are now truly inseparable from the Infernal that is bound to you. Your mind is now foreign and fully tainted by the infernal you have bonded to yourself. There are two outcomes from this. First, the bonuses granted by Demon’s Guile and Devil’s Cunning all increase to +2. However, the nature of your mind has also now made you immune to all mind-affecting spells and powers that others try to use on you. This includes morale bonuses that others try to influence you with. val’Mordane Master of the Coil To be, or not to be – that is the question: Whether ‘tis nobler in the mind to suffer The slings and arrows of outrageous fortune, Or to take arms against a sea of troubles, And by opposing end them. To die – to sleep – No more; and by a sleep to say we end The heartache, and the thousand natural shocks That flesh is heir to. ‘Tis a consummation Devoutly to be wish’d. To die – to sleep. To sleep – perchance to dream: ay, there’s the rub! For in that sleep of death what dreams may come When we have shuffled off this mortal coil, ~ Hamlet, Act III, Scene I ~ William Shakespeare Within the crumbling, silent halls of the val’Mordane hidden sanctums lies a secret, both horrible and awesome to behold. Secret schools teach the mental techniques necessary to master the ruined flesh of the undead; the techniques needed to shed their mortal coil and travel amongst the unliving. Each Master of the Coil learns, over time, how to transfer his mind into the lifeless husks of undead creatures, assuming control over their functions. They use these husks until they are worn, and then discard them like so many spent toys. It is rumored that the greatest of the Master’s of the Coil can even draw upon the talents and abilities of the corpses they control. While it is not known whether the Mother Church of Coryan is yet aware of this practice, it is known that they would frown most heavily upon individuals who practice this art, perhaps even going so far as to label them as heretics. The most common path to becoming a Master of the Coil is by following the path of the kineticist; however, it is not unknown for wilders and other varieties of psions to undertake the training of a Master of the Coil. val'Mordane Master of the Coil ▪ PRESTIGE CLASSES Hit Die: d6. Requirements To qualify to become a Master of the Coil, a character must fulfill all the following criteria. Feats: Iron Will, Toughness. Skills: Concentration 10 ranks, Knowledge (Psionics) 10 ranks, Knowledge (Religion) 5 ranks, Psicraft 10 ranks. Manifesting: 9th level, and able to manifest control body. Special: val’Mordane or val’Holryn (with val’Mordane powers); Bloodrank of 2 or higher; must be trained by the Canceri branch of the val’Mordane family. Class Skills The Master of the Coil’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Craft (Int), Disable Device (Int), Heal (Wis), Intimidate (Cha), Knowledge (Psionics) (Int), Knowledge (Religion) (Int), Psicraft (Int), and Sense Motive (Wis). Skill Points at Each Level: 2 + Int modifier. Class Features All of the following are Class Features of the Master of the Coil prestige class. Weapon and Armor Proficiency: A Master of the Coil gains no additional weapon or armor proficiencies. Powers Known: At every level indicated on the table, the character gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the level of Master of the Coil (excluding the first and last levels) to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly. If a character had more than one manifesting class before she became a Master of the Coil, she must decide to which class she adds the new level of Master Table 4-10: Master of the Coil Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 Fort Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 of the Coil for the purpose of determining power points per day, powers known, and manifester level. To Shed the Mortal Coil (Ps): Starting at first level, the Master of the Coil gains the power to transplant his entire mind into a corporeal undead creature. To use this ability, the Master of the Coil must be within 30 feet of a corporeal undead creature of no more than 2 HD per his Master of the Coil class level. He may transfer his consciousness into the undead creature. If the creature is intelligent, it receives a Will save (DC 10 + ½ class level plus Charisma modifier) to resist. If it fails, then the Master of the Coil takes control, and the creature’s own mind is suppressed and is incapable of taking any actions. Such creatures receive a new saving throw each day. The control lasts for 1 hour per class level, and is not limited in range once the initial control has been established. While the Master of the Coil inhabits an undead creature, he uses its physical attributes. This includes hit points, the creature’s Strength, the creature’s Dexterity, its Natural Armor, and its attack types. The Master of the Coil does gain access to the creature’s special qualities, such as damage reduction, turn resistance, spell resistance, senses, and similar traits. He does not gain access to any of the creature’s special attacks. He loses all of his own special qualities, but does retain his ability to manifest powers and cast spells (if he has the ability). He retains his own base attack bonus, and base save bonuses, but uses the occupied creature’s physical attributes to determine his actual bonuses. He retains his own mental ability scores, and his own skills and feats. He does not gain access to any of the skills that the creature possessed. Furthermore, while the Master of the Coil occupies another creature in this manner, his own body is inert and helpless. He receives no senses from it, nor does he feel any pain or other sense from it. If the Master of the Coil’s own body is destroyed he is also killed, and his mind is ripped from the creature he is currently occupying. While some Master’s of the Coil may be tempted to carry their inert form with them, particularly in extradimensional spaces, there are known stories of individuals who did this only to discover their body dead, having forgotten that it was still a living creature and needs air. Special To Shed the Mortal Coil — — — Disconnected Mind — — — — Neroth’s Dream Powers Known — +1 level of existing manifesting class +1 level of existing manifesting class +1 level of existing manifesting class +1 level of existing manifesting class +1 level of existing manifesting class +1 level of existing manifesting class +1 level of existing manifesting class +1 level of existing manifesting class — 73 PRESTIGE CLASSES ▪ val'Ossan Gelumancer If the creature the Master of the Coil is The val’Ossan family has spent countless occupying is destroyed, he is immediately forced years exploring the deep and forbidding waters of back into his own body. He must also make a DC 20 the oceans, and from those explorations have come a Fortitude save or be stunned for 1 round by the shock. fundamental understanding of cold. That understanding gave birth to the Gelumancer. Disconnected Mind (Ex): The mind and intellect of a Master of the Coil becomes disconnected from his Hit Die: d4. fragile body. This oddity makes it difficult for other Requirements casters to influence his mind. The Master of the Coil To qualify to become a Gelumancer, a character must gains Power Resistance equal to 10 + class level against fulfill all of the following criteria. all Mind-Affecting powers. Furthermore, anytime he Feats: Endurance, Psionic Body. fails a save against such effects, he immediately gains Skills: Concentration 8 ranks, Knowledge (Nature) 3 a second save. If the second save succeeds he is treated ranks, Survival 3 ranks. as if he had not failed the save. Manifesting: 5th level, and able to manifest energy ray. Special: val’Ossan or val’Holryn (with val’Ossan Neroth’s Dream (Ex): The sheer force of will that powers); Bloodrank of 2 or higher; must be trained in the Master of the Coil possesses now allows him to Milandir. make use of the skills and feats of the creature that he occupies through the use of his To Shed the Mortal Coil Class Skills ability. He is treated has having half as many ranks as The Gelumancer’s class skills (and the key ability the creature does with each skill. He also gains access for each skill) are Autohypnosis (Wis), Concentration to all feats that he qualifies for, and gains any racial (Con), Craft (Int), Knowledge (All, taken individually) bonus to skills that the creature may have. (Int), Profession (Wis), Psicraft (Int), Survival (Wis), Furthermore, he may now attempt to occupy and Swim (Str). incorporeal creatures, but all such creatures receive Skill Points at Each Level: 2 + Int modifier. a Will save against such attempts (at the DC listed above). Class Features All of the following are Class Features of the Gelumancer prestige class. val’Ossan Gelumancer “Cold. It consumes fire, deadens earth, and rides upon the wind. Within its hard grasp, creatures are captured, Weapon and Armor Proficiency: A Gelumancer gains and trapped for ages. Deep within the dark fastnesses proficiency in the trident and great trident. He gains no of our lord, there are places of such utter cold that any additional armor or shield proficiency. who venture there are lost forever to time. I have been Powers Known: At every level indicated on the table, to that place; I have been changed by that place.” ~ Ossien val’Ossan, Gelumancer, speaking to the character gains additional power points per day and access to new powers as if she had also gained a level his first aspirant in whatever manifesting class she belonged to before Most recognize that the chosen of Yarris, the val’Ossans, she added the prestige class. She does not, however, are masters of ocean faring and adept at navigating the gain any other benefit a character of that class would waters of Onara. However, with a mastery of water, have gained (bonus feats, metapsionic or item creation which most val’Ossan have without any significant feats, psicrystal special abilities, and so on). This training, comes an understanding of the crushing essentially means that she adds the level of Gelumancer depths and the bone-numbing cold that fills the waters (except third and ninth levels) to the level of whatever manifesting class the character has, then determines that Yarris claims as his own. power points per day, powers known, and manifester level accordingly. Table 4-11: Gelumancer Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 74 Base Attack Fort Ref Will Bonus Save Save Save Special +0 +0 +2 +2 Cold Affinity, Devotion +1 +0 +3 +3 Eye of the Storm +1 +1 +3 +3 Cold Snap +2 +1 +4 +4 — +2 +1 +4 +4 Cryoboost, Gift of Frost +3 +2 +5 +5 Cold Front +3 +2 +5 +5 Gift of Ice +4 +2 +6 +6 Frostbite +4 +3 +6 +6 Scion of Winter +5 +3 +7 +7 Disciple of Hoarfrost Powers Known +1 level of existing manifesting class +1 level of existing manifesting class — +1 level of existing manifesting class +1 level of existing manifesting class +1 level of existing manifesting class +1 level of existing manifesting class +1 level of existing manifesting class — +1 level of existing manifesting class val'Ossan Gelumancer ▪ PRESTIGE CLASSES If a character had more than one manifesting class before she became a Gelumancer, she must decide to which class she adds the new level of Gelumancer for the purpose of determining power points per day, powers known, and manifester level. Cold Affinity (Ex): Having achieved a basic mastery of cold, the Gelumancer’s cold powers are more potent than others. All powers that the Gelumancer manifests that have the [cold] descriptor have their DC raised by 1 or deal an additional 1d2 cold damage per power level. The choice of which benefit to use on a given power being manifested must be chosen before any saving throws or damage rolls are made. The extra damage is considered part of the damage the power deals, and thus if the power is resisted or successfully saved against, the extra damage above is also similarly affected. This extra damage is not affected by metapsionic feats. Devotion (Ex): Mastering cold requires absolute devotion. Once started down the path of a Gelumancer, you have no choice but to finish following that path. You may not take levels in any class other than Gelumancer so long as you have fewer than 10 levels in Gelumancer. cold damage. However, the Gelumancer suffers a –1 penalty to all saving throws made to resist the effects of an effect with the [fire] descriptor or one that deals fire damage. Cold Front (Ex): At 6th level, the bonuses granted by the Cold Affinity ability increase. The bonus to the power DC is increased to +2, and the bonus damage is increased to 1d4 per power level. The Gelumancer must still select either one or the other of the benefits as described above. Gift of Ice (Ex): The Gelumancer’s transformation into a creature of ice and cold is nearing completion. The Gelumancer’s skin takes on a pale blue tinge, and his clear eyes become faintly infused with blue. The air around the Gelumancer is always slightly colder than the air beyond him, causing mists to form and his breath to come out as a fog. The Gelumancer receives a 10% miss chance from concealment (this is not sufficient to block sneak attacks and similar attacks). Furthermore, the Gelumancer’s skin hardens into living ice, granting a +2 natural armor bonus. However, as he becomes ice, he also suffers further from anything warm. The Gelumancer suffers 25% more damage from effects that deal fire damage or that have the [fire] descriptor. Eye of the Storm (Su): At 2nd level, the Gelumancer learns the knowledge required to manipulate the environment around him. Add the following powers to the Gelumancer’s list of known powers (even if they Frostbite (Ex): At 8th level, the Gelumancer are too high a level for the Gelumancer to currently automatically adds the psionic fire shield (cold option manifest): control air, energy missile (cold only), only) power to his list of known powers. psionic control weather. Scion of Winter (Ex): The Gelumancer, by 9th level, Cold Snap (Ex): At 3rd level, the Gelumancer may is now almost entirely made of living ice. Twice per freeze the energy used in any power he manifests. day, while in freezing conditions (below 40 degrees The Gelumancer may add the [cold] descriptor to any Fahrenheit), the Gelumancer can call upon Yarris as power he manifests that deals damage. If the power a full round action. He gains fast healing 1 for two deals elemental damage, then it must deal cold damage minutes. Each hit point restored by this fast healing (this does affect any variable effects based off the also restores one power point to the Gelumancer’s energy type). power point pool. However, while the Gelumancer is in an area Cryoboost (Ex): A Gelumancer of at least 5th level can of hot conditions (above 90 degrees Fahrenheit) he draw extra power from naturally cold environments. is unable to regain power points, even when sleeping While in naturally occurring temperatures of 40 degrees overnight. Fahrenheit or cold, the Gelumancer’s manifester level is considered to be one higher for determining the Disciple of Hoarfrost (Ex): At 10th level, the maximum power point expenditure allowed when Gelumancer has become a creature of ice and cold. He manifesting powers. gains the cold subtype, granting him immunity to cold. However, he does gain fire vulnerability, meaning he Gift of Frost (Ex): At 5th level, a Gelumancer’s takes an extra 50% damage from all fire effects (this physical body starts to permanently freeze. This grants replaces the damage increase that the Gift of Ice ability several benefits, but also imposes several penalties. The imposes). Gelumancer is no longer subject to exposure when in The benefits of the Cold Front ability increase, cold environments; however, while in hot environments so the granted DC bonus is +3 and the bonus damage he suffers and must make an exposure save twice each is 1d6 per power level. Having reached this pinnacle, time a single save would normally be called for. The the Gelumancer may, as a third option, choose to both save DC still increases by one for each save made (and increase the DC and deal extra damage, but if he does thus grows twice as fast for a Gelumancer). so, the DC bonus is only +2, and the bonus damage is Additionally, a Gelumancer receives a +1 1d4 per power level. bonus to all saving throws made to resist the effects of an effect with the [cold] descriptor or one that deals 75 PRESTIGE CLASSES ▪ val'Sheem Temptress of the Soul Great Trident Name Great Trident 1, 2, 3 Cost 22 gp Damage 1d10 Critical x2 Range Increment - Weight 13 lb. 1 This weapon has special rules or abilities. See the weapon’s description for details. 2 This weapon inflicts double damage when a readied action is used to hit a charging opponent. 3 Type P This weapon has reach. Great Trident (Two-Handed, Martial, Reach) Description: A two-handed version of a regular trident, this weapon consists of three barbed tines protruding from the end of a 6-foot shat. History: Originally developed by the Undir for fishing, the trident has been adapted and refined by the water-faring culture of the val’Ossan. The Dolphin Guard of Naeraanth have become very fond of this weapon, often having them made of coral and exotic metals. Special: This weapon has 10-foot reach, and may not be used against adjacent opponents. When struck with this weapon, the defender must make a Reflex save (DC 10) or be “hung” on the tines, suffering the effects of being entangled as described in Core Rulebook I. If this happens, either the attacker or the defender may choose to rip the weapon free, doing 1d4 points of damage, or they may both choose to leave it in place (either is a free action). If the attacker chooses to leave the weapon in place, he must drop it, or his next attack automatically rips the weapon free. val’Sheem Temptress of the Soul “Larissa has gifted us with an uncanny ability to see into the souls of men and discern their desires. While we can certainly help fulfill those desires as needed, is it not better to obtain what we need by offering the temptation of fulfillment? That is the art of the Temptress of the Soul.” ~ Luceiia val’Sheem, Follower of the Divine Harlot Those individuals who follow the Divine Harlot, the aspect of Larissa devoted to the carnal pleasures, are generally regarded as seducers of men, and individuals who seek nothing beyond the carnal satisfaction that comes from the Sanctification of Larissa. However, there are followers of the Divine Harlot who seek temptation and seduction of a different kind; these are the individuals who undergo the training necessary to become a Temptress of the Soul. It is rare to find a Temptress of the Soul who is traveling alone. More likely you are to find a Temptress of the Soul in the company of others. These others are not always individuals whom the Temptress holds sway over, but that is also a common enough occurrence. Hit Die: d4. Requirements To qualify to become a Temptress of the Soul, a character must fulfill all the following criteria. Feats: Persuasive, Psionic Endowment. Skills: Bluff 8 ranks, Diplomacy 8 ranks, Disguise 4 ranks, Psicraft 5 ranks. Manifesting: 5th level, and able to manifest psionic charm. Special: val’Sheem or val’Holryn (with val’Sheem powers); Bloodrank of 2 or higher; must be trained in Savona. 76 Class Skills The Temptress of the Soul’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Cha), Forgery (Int), Gather Information (Cha), Knowledge (Psionics) (Int), Knowledge (Religion) (Int), Profession (Wis), Psicraft (Int), Sense Motive (Wis), Use Psionic Device (Cha), and Use Rope (Dex). Skill Points at Each Level: 6 + Int modifier. Class Features All of the following are Class Features of the Temptress of the Soul prestige class. Weapon and Armor Proficiency: A Temptress of the Soul gains proficiency with whips and steel whips. She gains proficiency with leather, studded leather, sicarite leather, and sicarite studded leather armor, but gains no shield proficiency. Powers Known: At every level indicated on the table, the character gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the level of Temptress of the Soul (except second and fourth levels) to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly. If a character had more than one manifesting class before she became a Temptress of the Soul, she must decide to which class she adds the new level of Temptress of the Soul for the purpose of determining power points per day, powers known, and manifester level. val'Sheem Temptress of the Soul ▪ PRESTIGE CLASSES Endearing Personality (Ex): The Temptress of the Soul is a master of influencing the emotions of others, even without the use of psionic abilities. She gains her class level as an insight bonus to Bluff and Diplomacy checks, and one-half (round down) of her class level as an insight bonus to Disguise checks. val’Tensen Aspect of the Hurricane Hurrian has many faces, most unknown to man. Buried deep beneath his calm countenance is a fury that when unbridled can destroy the preconceptions, fallacies, and hubris of all. ~ Excerpt from The Storm Lord, a Fourth Century treatise on the nature of Hurrian’s worship; Divine Guile (Ex): Coupled with the Temptress of author unknown. the Soul’s mastery of emotions comes a certainty of action when attempting to influence emotions. A Hurrian is usually worshipped as the protector; Temptress of the Soul may always “take 10” on Bluff, however, there are others who revere him as the storm Diplomacy, and Disguise checks, even when threatened lord. There exists within the val’Tensen family a or otherwise distracted. small group of individuals who follow this latter path; indeed, they have developed a specialized training to Lasting Impression (Ex): A Temptress of the Soul suit their beliefs. is not easily forgotten or dismissed from the mind. The Aspect of the Hurricane is anathema to Starting at 2nd level, the duration of all effects with most val’Tensen, for those who follow this path are not the charm descriptor (regardless of source) that the devoted to protecting others. They are instead devoted Temptress of the Soul produces is increased by 50% to the overwhelming and destruction of those who (round down). This effect stacks with the effects of would harm their charges. They still seek to protect, but feats such as Extend Power. rather than passive defense, they exemplify aggressive defense. Psionic Dominate (Ex): At 3rd level, the Temptress of The most common path into this class is a the Soul may add the psionic dominate power to her list blend between Barbarian and Psychic Warrior; although of known powers. If she has multiple known powers there are other means to meet the requirements for this lists, then it is added to the list of the class to which she class. added the manifester level increase at 3rd level. Hit Die: d10. Charm Endowment (Su): The Temptress of the Soul Requirements is less easily dismissed when making unusual demands To qualify to become an Aspect of the Hurricane, a or when attempting to influence the emotions of others. character must fulfill all of the following criteria. Starting at 3rd level, the Temptress of the Soul receives Abilities: All base ability scores must be 11 or higher. a +2 bonus to the DC of all effects with the charm Alignment: Any non-Lawful. designator, regardless of source. Base Attack Bonus: +10 Skills: Intimidate 18 ranks, Knowledge (Nature) 9 Leadership (Ex): At 4th level, the Temptress of the ranks. Soul gains the Leadership feat as a bonus feat. Feats: Combat Expertise, Inner Fury, Power Attack. Special: val’Tensen or val’Holryn (with val’Tensen Iron Personality (Ex): A Temptress of the Soul who powers); Bloodrank of 3 or higher; must have a power reaches 5th level has mastered the art of using psionics point reserve. and natural charm together. She gains immunity to all effects with the charm descriptor. Furthermore, when Class Skills targeted with such an effect, the entire effect is reflected The Aspect of the Hurricane’s class skills (and the key back on to the originator; treating the Temptress of the ability for each skill) are Autohypnosis (Wis), Climb Soul as the “caster” or “manifester” for determining (Str), Concentration (Con), Craft (Int), Intimidate control of the effect when it newly resolves. (Cha), Jump (Str), Knowledge (Nature) (Int), Profession An effect can only be reflected once in this (Wis), Ride (Dex), Survival (Wis), and Swim (Str). way; although effects such as spell turning can still Skill Points at Each Level: 2 + Int modifier. influence the effect, if applicable. Table 4-12: Temptress of the Soul Base Attack Fort Ref Will Level Bonus Save Save Save Special 1st +0 +0 +0 +2 Endearing Personality, Divine Guile 2nd +1 +0 +0 +3 Lasting Impression 3rd +1 +1 +1 +3 Psionic Dominate, Charm Endowment 4th +2 +1 +1 +4 Leadership 5th +2 +1 +1 +4 Iron Personality Powers Known +1 level of existing manifesting class — +1 level of existing manifesting class — +1 level of existing manifesting class 77 PRESTIGE CLASSES ▪ val'Tensen Aspect of the Hurricane Class Features maximum penalty to attack rolls you can apply is five All of the following are Class Features of the Aspect of higher than normal. This also similarly increases the the Hurricane prestige class. maximum bonus to damage that the feat can grant. As with the above benefit, this bonus persists until the end Weapon and Armor Proficiency: An Aspect of of your rage. the Hurricane gains no additional weapon or armor proficiencies. val’Virdan Hunter of the Silence In the darkest of nights, when all is silent, is when we Bonus Power Points: An Aspect of the Hurricane take to the hunt. For then is when our foe is moving gains a number of bonus power points, as indicated on within the terrible shadows it conjures forth. Yet, we the table above. These bonus power points stack with must be wary lest the hunters become the hunted. all other sources. ~ Dogma of the Hunters of the Silence Raging Focus (Ex): An Aspect of the Hurricane is able to channel their fury into themselves in such a fashion that they can still make use of their psionic focus while raging. However, the DC to regain their focus is raised by 5 minus their Aspect of the Hurricane level. The forbidding mountain fortresses of the val’Virdan family have sheltered generations of young warriors in training. Some of these warriors follow the path of Nier, and become Holy Judges, or Warriors of the Eternal Flame. Such training is available in most temples of Nier across Onara. There are some, a scant Storm’s Shield (Su): At 3rd level, an Aspect of the and precious few, who have the courage and resolve Hurricane learns to call upon the tempest to shield necessary to become members of the Brotherhood of themselves. As an immediate action upon entering the Hunters of the Silence. rage, you can spend power points to receive a shield The lore of the Hunters was lost through bonus to Armor Class. Each 3 power points spent in carelessness or conspiracy ages ago, long after the this manner grants a +1 shield bonus, with a maximum final nest of Voiceless Ones was eradicated from possible shield bonus being granted equal to your eastern Onara. With this menace gone, fewer and fewer Aspect of the Hurricane class level times two. young Nierites trained in this esoteric art until, tens of This shield bonus does not stack with other generations later, they were no more. shield bonuses, and other magical effects may not After the horrible events at the Citadel of further enhance this shield. The shield lasts for as long Silence, when the blessed Sword of the Heavens as you are raging. was lost, the Autocrat of Erduk moved heaven and earth to find a copy of the sacred text. He gave five Water Wave (Ps): At 4th level, the Aspect of the reproductions of these codices to the val’Virdan family Hurricane may manifest the energy wave power. Your – both Erdukeen and Canceri - and told them to prepare. manifester level for this power is equal to your total Now, just a handful of years later, the first Hunters of character level. You must still spend the power points Silence in millennia seek out their ancient enemy and to manifest this power, and you may augment it if exact vengeance for the Nierites lost at their ancient desired. citadel. When manifesting the energy wave power A Hunter of the Silence learns to detect the using this ability you may only select the cold energy merest presence of the Silence’s influence, to follow type. If you have access to the power from another this whisper to its source, and to rout and destroy the source, then when manifesting it using that source you Silence’s servants where they can be found. Sacred may decide what energy type to use. rites and closely guarded family secrets teach the You may not manifest this power while raging. Hunter of the Silence to resist the influencing powers of the Silence. Fury of the Storm (Su): When you rage, as a swift Yet, this power comes with a cost. For reasons action you may spend 4 power points to receive a +4 that are said to be unknown, the Hunters of the divine bonus to Strength and Constitution while the Silence are known to the Silence. Captured agents of rage lasts. the Silence have described it as if the Hunters of the If you use the above option, you may also Silence gleamed as a beacon does on a dark night. elect to spend an additional 6 power points. If you Attempts to quell this have failed, and ultimately, the do so, then when you use the Power Attack feat, the Hunters have learned to travel in groups to help stave off the inevitable attacks. Of course, each Table 4-13: Aspect of the Hurricane attack does allow them to destroy more servants of Base Bonus Attack Fort Ref Will Power the Silence. The most common path to becoming a Hunter Level Bonus Save Save Save Special Points of the Silence is through the training of a Psychic 1st +1 +2 +0 +0 Raging Focus 4 Warrior; however, it is also not unknown for a 2nd +2 +3 +0 +0 — 8 Psion to learn what is necessary to become a 3rd +3 +3 +1 +1 Storm’s Shield 12 Hunter as well. 4th 5th 78 +4 +5 +4 +4 +1 +1 +1 +1 Water Wave Fury of the Storm 16 20 val'Virdan Hunter of the Silence ▪ PRESTIGE CLASSES Hit Die: d8. means that she adds the level of Hunter of the Silence Requirements to the level of whatever manifesting class the character To qualify to become a Hunter of the Silence, a has, then determines power points per day, powers character must fulfill all of the following criteria. known, and manifester level accordingly. Abilities: All base ability scores must be If a character had more than one manifesting 11 or higher. class before she became a Hunter of the Silence, she Alignment: Any non-Chaotic. must decide to which class she Base Attack Bonus: +10 adds the new level of Base Save Bonus: Will +5. Hunter of the Silence Skills: Knowledge (Psionics) 18 ranks, for the purpose of Listen 9 ranks, Spot 9 ranks, Survival determining power 9 ranks. points per day, Feats:Alertness, Combat Manifestation, powers known, and Force of Will, Iron Will. manifester level. Manifesting: 11th level, and able to manifest catapsi and The Lonely Road: Once psionic scent. you have started learning Special: val’Virdan or val’Holryn the techniques of the Hunters of (with val’Virdan powers); the Silence, you are marked by Bloodrank of 3 or higher; must also friend and foe alike as one. Your participate in the Ritual of Consumption, friends will not allow you to stop which involves consuming portions of your training, and your terrible a defeated Voiceless One. foe sees little difference between a Hunter of the Silence who is Class Skills actively training, and one who The Hunter of the Silence’s class is not. skills (and the key ability for each Once you have set upon this skill) are Autohypnosis (Wis), Climb (Str), path, you must complete all five levels Concentration (Con), Craft (Int), Intimidate (Cha), of this class before taking any other levels. Jump (Str), Knowledge (Psionics) (Int), Knowledge (Religion) (Int), Profession (Wis), Ride (Dex), Search Hunting in Silence (Ex): During the Ritual of (Int), Survival (Wis), and Swim (Str). Consumption the Hunter of the Silence gains the Skill Points at Each Level: 2 + Int modifier. ability to detect the scent of his foes. He gains the scent special property (as defined by the psionic scent Class Features power) and the Track feat as a bonus feat. When using All of the following are Class Features of the Hunter of this ability to track a servant of the Silence (including the Silence prestige class. Entropic creatures and Voiceless Ones) he may add his bloodrank to his Survival skill checks. Weapon and Armor Proficiency: A Hunter of the However, this new connection also changes Silence is proficient with all simple and martial the Hunter of the Silence’s psionic imprint. He becomes weapons. He is also proficient with all light and immediately known to all servants of the Silence. Any medium armors. servant of the Silence who approaches within 60 feet immediately knows that the Hunter is a foe, and usually Powers Known: At every level indicated on the table, they attack. the character gains additional power points per day and access to new powers as if she had also gained a level in Holy Defense (Su): The inner soul of the Hunter whatever manifesting class she belonged to before she of the Silence is hardened as part of the Ritual of added the prestige class. She does not, however, gain Consumption, allowing her to apply her bloodrank as a any other benefit a character of that class would have bonus to all saving throws. gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially Table 4-14: Hunter of the Silence Base Attack Fort Ref Will Level Bonus Save Save Save Special 1st +1 +2 +0 +2 The Lonely Road, Hunting in Silence, Holy Defense 2nd +2 +3 +0 +3 Heart of Flame 3rd +3 +3 +1 +3 To Fortify the Spirit 4th +4 +4 +1 +4 Unyielding 5th +5 +4 +1 +4 Fury of the Virdan Powers Known +1 level of existing manifesting class +1 level of existing manifesting class +1 level of existing manifesting class +1 level of existing manifesting class +1 level of existing manifesting class 79 PRESTIGE CLASSES ▪ Brother of Shadow Heart of Flame (Su): Starting at 2nd level, the hardening of the Hunter of the Silence’s inner soul is complete, and she gains power resistance of 15 + her Hunter of the Silence class level + her bloodrank. This power resistance only applies against psionic powers and psi-like abilities (this includes preternatural psionics). This is an exception to the psionics-magic transparency rule. For example: Selucia val’Virdan (bloodrank 4), a Psychic Warrior 15 Hunter of the Silence 2 would have power resistance of 21. PCs who wish to join the Brotherhood of Shadow may not do so if they have the Disfavor of the Brotherhood of Shadow certificate. PCs who wish to join the Holy Inquisition may not do so if they have certed evidence of working on behalf of the Coryani Rebels (such as the Defender of Solanos Mor certificate). PCs who wish to be trained as a Milandisian War Mind may not have any disfavor with King Osric, nor may they be criminals in Milandir. While membership in this order does not have any associated religion requirements, most Milandisian War Minds To Fortify the Spirit (Su): Practice, grueling training, adopt Hurrian as a patron god, and follow his and meditation have, by 3rd level, hardened the body teachings. and spirit of the Hunter of the Silence. Any damage, hit point, or ability score dealt by a psionic power or Brother of Shadow psi-like ability (including preternatural psionics) that is Lord of Shadows, grant us your cloak, that the Lord not associated with an energy type is reduced by your of Death may guide our hand, our blade, and our will bloodrank, to a minimum of 0. to the death of those who stand before us. Let us reap This benefit only applies against psionic the bodies, minds, and souls of those who are seen as powers and psi-like abilities. This is an exception to corrupt, and without need. the psionics-magic transparency rule. - Prayer of the Brotherhood of Shadow Unyielding (Ex): The fury, rage, and fighting spirit of the val’Virdan flows strongly through your veins. At 4th level, the Hunter of the Silence gains the Diehard feat as a bonus feat. If she already has this feat, she instead gains the Toughness feat as a bonus feat. Furthermore, if she fails a saving throw against an effect that renders her unable to act or move, the Hunter of the Silence may stave off this effect for 1 round per bloodrank. During this time, she may act normally, despite any active effects. At the end of this time, any such active effects take effect. This second ability may only be used once per day. Fury of the Virdan (Ex): Having reached his pinnacle, the Hunter of the Silence is now able to draw upon immense reserves when combating the Silence. When fighting against the Silence and its servants, the Hunter of the Silence may add his bloodrank to attack and weapon damage rolls. This extra damage should be treated like a smite attack, save that it applies to all attacks and is not limited in uses per day. Mental Training Regimes of the Holy Mother Church The Holy Mother Church of Coryan has seen the wisdom, the power, and the grace of the gifts of the gods. They have developed a series of training programs to strengthen the abilities of specific groups within the Church. Certain older techniques have also been rediscovered in recent times. In Living Arcanis, PCs are allowed to take levels in any one of these prestige classes that they meet the requirements for. However, be forewarned that taking levels in one of these classes implies membership in the associated group within the Holy Mother Church of Coryan. 80 The Brotherhood of Shadow is a reclusive group of assassins who hold themselves to a code of honor. They take great care to ensure that their marks are truly deserving of being touched by Cadic, in most cases going so far as to verify with the High Priest of Larissa in Savona that their marks have in fact done what they are accused of doing. Furthermore, as implied, the Brotherhood requires both a reason for the assassination, proof that the reason is true, and the given reason must typically be illegal and well proven. They do sometimes make mistakes, although it is rare, and in such circumstances they will assist the offended party by indicating who placed the assassination order in the first place. The Brotherhood is ruled over by the Master Hand. The current Master Hand and his elite cadre are known to be ranking members of the val’Borda family. Further details are a closely guarded secret, and any who utter them are liable to find themselves touched by Cadic in the most unpleasant of ways. Hit Die: d6 Requirements: To qualify to become a Brother of Shadow, a character must fulfill all of the following criteria: Alignment: Any Lawful. Skills: Bluff 6 ranks, Hide 10 ranks, Move Silently 10 ranks. Feats: Deadly Strike. Special: Sneak Attack +2d6, must have channeling. Manifesting: Must be able to manifest 2nd level powers. Deity: Must follow either Cadic or Larissa. Faction: Must join the Brotherhood of Shadow, and may not have the Disfavor of the Brotherhood of Shadow. Brother of Shadow ▪ PRESTIGE CLASSES Class Skills The Brother of Shadow’s class skills (and the key ability for each skill) are Bluff (Cha), Craft (any) (Int), Concentration (Con), Disguise (Cha), Gather Information (Cha), Hide (Dex), Knowledge (Local) (Int), Knowledge (Religion) (Int), Knowledge (Psionics) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Psicraft (Int), Search (Int), Sense Motive (Wis), Spot (Wis), and Tumble (Dex). Skill Points per level: 4 + Int. modifier. Class Features Weapon and Armor Proficiency: The Brother of Shadow gains proficiency in the hand crossbow, and exotic proficiency in the gladius and lorica segmentata. The Brother of Shadow gains no additional weapon or armor proficiencies beyond those listed above. If a Brother of Shadow violates this code, they are immediately ejected from the Brotherhood, losing access to all non-extraordinary class abilities. They may rejoin the Brotherhood by receiving an atonement, and paying a fine to the Brotherhood equal to 100 gp x the Hit Dice of the target of the offending contracted killing. The Path of Shadows (Sp): At first level, the Brother of Shadow gains the ability to channel forth the essence of shadow. By spending a channeling use, the Brother of Shadow can duplicate the darkness spell (with a caster level equal to his character level). Furthermore, for each two additional channeling uses spent at the same time, the level of the darkness spell is raised by one. Using this ability is a standard action, and the only limit on its use is the number of channeling uses the Brother of Shadow has. This darkness effect lasts for 1 round per point of channeling damage. Levels in the Brother of Shadow class stack with others when determining your effective level for channeling, but only for the purposes of determining the strength, duration, and other variables of features of the Brother of Shadow class. They do not stack for any other purposes. Manifester Levels: Starting at 1st level and every level thereafter, excluding 3rd and 7th, the Brother of Shadow gains additional powers known and power points per day as if he were one level higher in whatever Psionic class he had prior to becoming a Brother of Shadow. If he had two or more such classes, he must choose one of them to gain the benefit of this increase in manifester level. This increase only affects power points per day, powers known, and maximum power level if Mental Strike (Ex): The Brother of Shadow may add applicable. All other class features, including bonus the Mental Strike power to his powers known. feats, are not affected in any way. Sneak Attack (Ex): At 3rd level, the Brother of Shadow Code of Honor (Ex): The Brotherhood of Shadow has gains the sneak attack ability of the Rogue class. He a strict code of honor that they expect all members to gains +1d6 sneak attack damage at 3rd level, increasing uphold. The Brotherhood only takes contracts where to +2d6 at 6th level, and +3d6 at 9th level. This ability they are given a good reason for the target to be killed. stacks with other sources of sneak attack. This reason must typically be the result of an illegal activity, and be proven to be true. Hide in Plain Sight (Su): At 4th level, the Brother The Brotherhood does not actively curtail its of Shadow is never without some shred of shadow in members from using their skills and training outside of which to hide. He can use the Hide skill even while contracts; however, the Brotherhood does frown upon being observed, but only so long as he is within 10 feet its members accepting payment for the use of these of some sort of shadow. He can Hide in this manner skills. In other words, any contracted killings must be even in the open without anything to Hide behind; he arranged through the Brotherhood. cannot, however, hide within his own shadow. Table 4-15: Brother of Shadow Class Base Fort Ref Will Level Attack Bonus Save Save Save Special of Honor, The Path of Shadows, 1st +0 +0 +2 +0 Code Mental Strike 2nd +1 +0 +3 +0 — 3rd +2 +1 +3 +1 Sneak Attack +1d6 4th +3 +1 +4 +1 Hide in Plain Sight 5th +3 +2 +4 +2 The Darkened Shroud of Cadic 6th +4 +2 +5 +2 Sneak Attack +2d6 7th +5 +3 +5 +3 — 8th +6 +3 +6 +3 Mental Poison 9th +6 +4 +6 +4 Sneak Attack +3d6 10th +7 +4 +7 +4 The Master’s Hand Power Advancement +1 Manifester Level +1 Manifester Level — +1 Manifester Level +1 Manifester Level +1 Manifester Level — +1 Manifester Level +1 Manifester Level +1 Manifester Level 81 PRESTIGE CLASSES ▪ Enlightened Fists of Anshar The Darkened Shroud of Cadic (Ps): At 5th level, the Brother of Shadow can summon forth thick, cloaking shadow to surround himself. Doing so is a standard action, and provides concealment of 20% for 2 rounds per class level. This ability mimics a 2nd level psionic power; the manifester level is the Brother of Shadow’s character level. This ability may be used once per day. At 6th level, the Brother of Shadow may use this ability twice per day, and at 9th level, he may use it three times each day. Mental Poison (Su): At 8th level, the Brother of Shadow has learned to leave lingering taint behind in the minds of those that he targets with his Mental Strike. Individuals who make their save against the Brother of Shadow’s Mental Strike now also suffer 1 point of damage to Intelligence, Wisdom, and Charisma. This damage cannot be reduced by any means. Individuals who fail the save are unaffected by this, as they are dead. Individuals who are immune or unaffected by the Mental Strike due to power resistance or similar effects, are unaffected by this ability. The Master’s Hand (Ex): At 10th level, the Brother of Shadow has become truly adept at delivering death to those who deserve it. The Brother of Shadow receives a +2 bonus to the saving throw DC of the mental strike power. Enlightened Fists of Anshar Lady of Suffering, grant to us the fortitude to stand fast and guard those who would trod your ways. Grant to us the strength to hold at bay those who would interrupt the pilgrimage; and though suffering they may wish to inflict, let us remember that suffering is the realm of the holy, and those on pilgrimage find within themselves a suffering of the soul that should not be distracted by suffering of the flesh. - Psalm of the Enlightened Fists protecting pilgrims while they are gathered at the pilgrimage sites, not while they are traveling since that is the demesne of the Soldier-Saints. Most Enlightened Fists swear oaths of poverty through choice rather than as a requirement. Similarly, most Enlightened Fists worship Anshar, the goddess of travelers, but there are also many within the order who worship other gods; although all Enlightened Fists do pay homage to Anshar. Hit Die: d6 Requirements: To qualify to become an Enlightened Fist, a character must fulfill all of the following criteria: Base Attack Bonus: +4 Skills: Concentration 9 ranks. Feats: Psionic Fist. Special: Still Mind class feature. Class Skills The Enlightened Fist’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (psionics) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Psicraft (Int), Sense Motive (Wis), Spot (Wis), and Tumble (Dex). Skill Points per level: 4 + Int. modifier. Class Features All of the following are class features of the Enlightened Fist prestige class. Weapon and Armor Proficiency: Enlightened Fists gain no proficiency with any weapon or armor. Monk Abilities: An Enlightened Fist’s class levels stack with his monk levels for the purpose of determining his unarmed damage and bonuses to Armor Class and unarmored speed. His class levels do not apply to other monk abilities such as flurry of blows, slow fall, and The Enlightened Fists of Anshar are a group so on. of Anshar pilgrim-warriors who work alongside the Soldier-Saints of Dagha, the renowned order of Power Points/Day: An Enlightened Fist can manifest warrior-monks who protect pilgrims within the Blessed powers. His ability to manifest powers is limited by the Lands. The Enlightened Fists are usually tasked with power points he has available. His base daily allotment Table 4-16: Enlightened Fists of Anshar Class Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 82 Base Fort Ref Will Attack Bonus Save Save Save Special +0 +0 +2 +2 Monk abilities +1 +0 +3 +3 — +2 +1 +3 +3 — +3 +1 +4 +4 — +3 +1 +4 +4 Bonus psionic feat +4 +2 +5 +5 — +5 +2 +5 +5 — +6 +2 +6 +6 — +6 +3 +6 +6 — +7 +3 +7 +7 Bonus psionic feat Power Points / Day 1 3 6 10 15 23 31 43 55 71 Powers Known 1 2 3 4 5 6 7 8 9 10 Level Known 1st 1st 2nd 2nd 3rd 3rd 4th 4th 5th 5th Enlightened Fists of Anshar ▪ PRESTIGE CLASSES of power points is given on Table 4-16: Enlightened Fists of Anshar. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table 2-1: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items. If an Enlightened Fist has power points from a different class, those points are pooled together and usable to manifest powers from either class. Bonus power points from having a high ability score can be gained only for the character’s highest psionic class. Powers Known: An Enlightened Fist chooses his powers from the psychic warrior power list. At 1st level, an Enlightened Fist knows one psychic warrior power of your choice. Each time he attains a new level, he learns one new power. An Enlightened Fist can manifest any power that has a power point cost equal to or lower than his manifester level. The total number of powers an Enlightened Fist can manifest per day is limited only by his daily power points. An Enlightened Fist simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all of his spent power points. The Difficulty Class for saving throws against an Enlightened Fist powers is 10 + the power’s level + the Enlightened Fist’s Wisdom modifier. Milandir has long relied on the heroism of individual warriors and soldiers of fortune to protect its interests, and to serve within its armies. While the cantons have a formidable might when raised, they do require individuals to lead the way. In this manner, they are truly unique from their neighbors and rivals, the Coryani Empire with its legions. A college, only a short distance from the Royal Estate near Naeraanth, teaches a select few the knowledge, skills, and mindset required to become a truly great warrior. The headmaster of this college, Helfgaer Armind val’Tensen, is a devoted follower of Hurrian and encourages all of his students to undertake the worship of the gods as well. Hit Die: d10 Requirements: To qualify to become a Milandisian War Mind, a character must fulfill all the following criteria: Alignment: Any non-Chaotic. Base Attack Bonus: +3. Skills: Examine Martial Technique 5 ranks, Knowledge (History) 2 ranks, Knowledge (Psionics) 8 ranks. Manifesting: Must have a power point reserve of at least 1 power point. Class Skills The Milandisian War Mind’s class skills (and the key ability for each skill): Autohypnosis (Wis), Concentration (Con), Examine Martial Technique (Wis), Intimidate (Cha), Knowledge (History) (Int), Maximum Power Level Known: An Enlightened Fist Knowledge (Psionics) (Int), and Psicraft (Int). gains the ability to learn one 1st-level power when he Skill Points per level: 2 + Int. modifier. takes his first level in the prestige class. As he attains each new odd-numbered level, an Enlightened Fist Class Features gains the ability to master more complex powers. Weapon and Armor Proficiency: War minds gain no To learn or manifest a power, an Enlightened proficiency with any weapon or armor. Fist must have a Wisdom score of at least 10 + the power’s level. Power Points/Day: A war mind can manifest powers. His ability to manifest powers is limited by the power Bonus Psionic Feat: At 5th and 10th level, an points he has available. His base daily allotment of Enlightened Fist can take any psionic feat as a bonus power points is given on Table 4-17: The War Mind. feat. He must still meet the prerequisites for the feat. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table 2-1: Ability Multiclass Note: A monk who becomes an Enlightened Modifiers and Bonus Power Points). His race may also Fist may continue advancing as a monk. provide bonus power points per day, as may certain feats and items. If a war mind has power points from a different class, those points are pooled together and Milandisian War Mind “Each time you draw a blade, each time you swing it, usable to manifest powers from either class. Bonus you must be fully prepared to pay the cost. You must be power points from having a high ability score can be prepared to take life, and equally you must be prepared gained only for the character’s highest psionic class. to surrender your own. That is the ultimate truth of a warrior, and that is what you must learn, so that you Powers Known: A war mind chooses his powers from the psychic warrior power list. At 1st level, a war mind can come to love it and to hate it.” - Goerhald val’Holryn, Champion to King Osric of knows one psychic warrior power of your choice. At every even-numbered level higher than 1st, he learns Milandir speaking to the assembled Cantons 83 PRESTIGE CLASSES ▪ Milandisian War Mind one new power. A war mind can manifest any power individual combatant: the ability to avoid the enemy’s that has a power point cost equal to or lower than his counterattacks if that enemy is not immediately manifester level. The total number of powers a overwhelmed. Calling upon inner reserves of war mind can manifest per day is limited only knowledge and dedication, a war mind can by his daily power points. provide himself with a +2 insight bonus to A war mind simply knows his powers; Armor Class for up to 1 minute. they are ingrained in his mind. He does not A war mind may use this ability need to prepare them (in the way that some twice per day, as a swift action. A war spellcasters prepare their spells), though mind may not use more than one he must get a good night’s sleep each day chain ability at a time. At 8th level, to regain all his spent power points. the insight bonus to Armor Class The Difficulty Class for saving improves to +4. throws against war mind powers is 10 + the power’s level + the war mind’s Enduring Body (Ex): At 3rd level, a Wisdom modifier. war mind learns the third principle of warfare for the individual combatant: Maximum Power Level Known: A to unleash in oneself the spirit of the war mind gains the ability to learn enduring body. The spirit of the ideal one 1st-level power when he takes body transforms a war mind, granting his first level in the prestige class. him damage reduction 1/–. At 6th level, As he attains each even-numbered his damage reduction improves to 2/–. level beyond 2nd, a war mind At 9th level, his damage reduction gains the ability to master more improves to 3/–. complex powers. To learn or manifest a Sweeping Strike (Ex): At 5th level, a power, a war mind must have war mind gains the ability to make great, a Wisdom score of at least sweeping swings with a melee weapon. 10 + the power’s level. As a full-round action, the war mind may make a single melee attack roll Chain of Personal that targets two adjacent creatures Superiority (Su): At 1st level, (the squares they occupy must share a war mind learns the first principle of warfare for a side). All of the properties of the attack roll (and the individual combatant: the ability to both deal associated damage) are applied to both creatures punishment and take it. Calling upon inner reserves equally; meaning that the bonus damage from a use of knowledge and dedication, a war mind can provide of the Psionic Weapon feat would be applied to both himself with a +2 insight bonus to Strength and creatures. Constitution for up to 1 minute. A war mind cannot use this ability if he has A war mind may use this ability twice per day, moved more than 10 feet since the end of his last turn as a swift action. A war mind may not use more than (either movement of his own volition, or through some one chain ability at a time. At 7th level, the insight other creature’s actions). If a war mind drops one or bonus to Strength and Constitution improves to +4. both of his foes with a sweeping strike, he can attempt a cleave normally; however, he makes only one cleave Chain of Defensive Posture (Su): At 2nd level, a war attempt per sweeping strike, even if he drops more than mind learns the second principle of warfare for the one foe. Table 4-17: The Milandisian War Mind Class Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 84 Base Attack Fort Ref Will Bonus Save Save Save Special +1 +2 +2 +0 Chain of personal superiority +2 +2 +3 +3 +0 Chain of defensive posture +2 +3 +3 +3 +1 Enduring body (DR 1/—) +4 +4 +4 +1 — +5 +4 +4 +1 Sweeping strike +6 +5 +5 +2 Enduring body (DR 2/—) +7 +5 +5 +2 Chain of personal superiority +4 +8 +6 +6 +2 Chain of defensive posture +4 +9 +6 +6 +3 Enduring body (DR 3/—) +10 +7 +7 +3 Strike of overwhelming force Power Points/ Day 2 5 9 14 20 28 37 47 58 70 Powers Known 1 2 2 3 3 4 4 5 5 6 Maximum Power Level Known 1st 1st 1st 2nd 2nd 3rd 3rd 4th 4th 5th Psionic Inquisitor ▪ PRESTIGE CLASSES Hit Die: d6 Requirements: To qualify to become a Psionic Inquisitor, a character must fulfill all of the following criteria: Alignment: Any Lawful. Skills: Concentration 8 ranks, Knowledge (Religion) 5 ranks, Psicraft or Spellcraft 5 ranks, Sense Motive 8 ranks. Feats: Inquisitor, Psionic Meditation. Spellcasting: Must be able to cast 1st-level divine spells. Manifesting: Must be able to manifest 1st-level powers. Psionic Inquisitor “The world has been stained with the fallen tears of a Deity: Must follow either Illiir or Sarish. thousand generations of suffering. Suffering caused by Faction: Must join the Holy Inquisition, which entails the impurities of soul, mind, and intent. Find the impure loyalty to Emperor Calcestus val’Assante. and grant them redemption. If they will not repent, then send them on so that Nier may judge them, and so Class Skills The Psionic Inquisitor’s class skills (and the key ability that Sarish binds them for their transgressions.” - Calcestus val’Assante at the Indoctrination of the for each skill) are Craft (Int), Concentration (Con), Knowledge (All, taken individually) (Int), Listen (Wis), High Inquisitor Psicraft (Int), Sense Motive (Wis), Spellcraft (Int), and The Holy Inquisition, rightfully feared by Spot (Wis). many in Coryan, has been blending psychic insight Skill Points per level: 2 + Int. modifier. with the divine powers granted by Illiir and Sarish since the earliest days of its existence. The Psionic Inquisitor Class Features is the ultimate expression of the blending of these two All of the following are class features of the Psionic forces. His training focuses on using divine inspiration Inquisitor. and divination, combined with psychic mind probes, to root out heresy, for they are charged with seeking out Weapon and Armor Proficiency: The Psionic Inquisitor gains no additional weapon or armor the impure of mind, body, and soul. The loyalty of those chosen to serve as Psionic proficiencies. Inquisitors is unquestioned, and they are held in high st regard by those whose faith is unquestioned. They are Holy Inquisitor (Ex): Beginning at 1 level, a Psionic Inquisitor can regain his psionic focus as a free action, trusted by their superiors to hunt down heretics, even but only after using the Inquisitor feat. He may only if they hold only heretical thoughts within their hearts. As the training of a Psionic Inquisitor, they learn to see regain his focus as a free action once per Psionic through illusions with ease, bathe themselves in Illiir’s Inquisitor level every hour. Regaining focus as a free light, and even capture the souls of the guilty. For this, action does not provoke an attack of opportunity. they are rightly revered and reviled! Caster and Manifester Levels: Starting at 2nd level and every two levels thereafter, the Psionic Inquisitor gains additional spells per day as if he were one level higher in whichever divine casting class he had before Strike of Overwhelming Force (Su): At 10th level, a war mind learns the fourth principle of warfare for the individual combatant: to discover the underlying violence of the world and deliver it in a perfectly executed attack. The war mind taps into this underlying energy and apply it to a single attack, dealing an extra 10d6 points of damage. A war mind can use this power once per day. Activating this power is a free action. If the attack misses, the power is wasted. Table 4-18: The Psionic Inquisitor Class Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6 +6 +7 Fort Ref Will Save Save Save Special +0 +0 +2 Holy Inquisitor, Truth of the Body +0 +0 +3 — +1 +1 +3 Sacred Focus, Truth of the Mind +1 +1 +4 — +2 +2 +4 Light of Illiir, Truth of the Heart +2 +2 +5 — +3 +3 +5 Bindings of Sarish, Truth of the Eye +3 +3 +6 — +4 +4 +6 — +4 +4 +7 Truth of the Soul Spell/Power Advancement — +1 Caster & Manifester Level — +1 Caster & Manifester Level — +1 Caster & Manifester Level — +1 Caster & Manifester Level — +1 Caster & Manifester Level 85 PRESTIGE CLASSES ▪ Psionic Inquisitor he became a Psionic Inquisitor. If he had two or more such classes then he must choose one of them, and only that class gains the increase. This increase only affects spells per day, and spells known if applicable. Other class features, such as the ability to turn undead, are not affected in any way. Additionally, the Psionic Inquisitor gains additional powers known and power points per day as if he were one level higher in whichever Psionic class he had prior to becoming a Psychic Inquisitor. If he had two or more such classes, he must choose one of them to gain the benefit of this increase in manifester level. This increase only affects power points per day, powers known, and maximum power level if applicable. All other class features, including bonus feats, are not affected in any way. Truth of the Body (Sp): At first level, a Psionic Inquisitor gains a modicum of power over the flesh of those he interrogates. Once per day, the Psionic Inquisitor can duplicate the effects of either a cure light wounds or an inflict light wounds as he chooses. At 3rd level, he can instead duplicate either a cure moderate wounds or an inflict moderate wounds, again only once per day. At 5th level, he can once per day duplicate either a cure serious wounds or an inflict serious wounds. At 7th level, he can duplicate either a cure critical wounds or an inflict critical wounds, once per day. At 10th level he can use this ability three times per day. All of these effects are cast at the Psionic Inquisitor’s caster level, and have a save DC of 10 + ½ Psionic Inquisitor Level + Wisdom modifier. Sacred Focus (Ex): At 3rd level the Psionic Inquisitor learns how to lay the nets of control with greater efficacy. He gains a +1 DC to all spells and powers with the mind-affecting descriptor. This bonus stacks with other class features or feats that increase the DC of his spells and powers. Truth of the Mind (Ex): A Psionic Inquisitor of at least 3rd level gains insight into how the mind works. This allows him to recognize when someone, or something, tampers with his mind. Any time that a Psionic Inquisitor fails a Will save against a mind-affecting ability with a duration longer than instantaneous, he may attempt a second save as a free action during his next turn. If he succeeds on this second Will save, the effect is broken, and the Psionic Inquisitor acts as if he had never been affected by the power. Regardless of success or failure, he only gets one additional attempt on the saving throw from this ability. can make a second Fortitude saving throw against any toxin or disease, whether mundane or magical, as a free action on his next turn. In the case of spells, manifestations, and spell-like abilities, the second saving throw is only given if the affect has a duration greater than instantaneous. If the second saving throw is effective, the Psionic Inquisitor acts as if he had never been affected. Example: Alrin val’Assante failed a Fortitude save versus a toxin. On his next action, he makes the second saving throw. Alrin takes no ability damage due to the effects of the toxin (and damage that was suffered from the toxin is immediately removed). Regardless, he only gets one additional attempt on the saving throw from this ability. Bindings of Sarish (Sp): A 7th-level Psionic Inquisitor gains the ability to temporarily bind Infernals. The Psionic Inquisitor must make a successful touch attack against the Infernal. If successful, the Infernal must make a Will save against a DC of 10 + the Psionic Inquisitor class level + the Psionic Inquisitor’s Charisma modifier or be affected as if under a hold monster effect cast by a character of the Psionic Inquisitor’s caster level. This ability may be used once per day per two Psionic Inquisitor levels. Truth of the Eye (Sp): A Psionic Inquisitor of 7th level and higher can see through illusion as easily as they can see through air. Once per day per every two Psionic Inquisitor levels, he can invoke the light of Illiir to cleanse his perceptions, effectively granting him true seeing. This is cast at the Psionic Inquisitor’s divine caster level. Truth of the Soul (Sp): At 10th level a Psionic Inquisitor can hold the souls of those he questions. This ability allows him to duplicate a trap the soul effect once per week. The Psionic Inquisitor himself qualifies as the focus for the spell. To use this ability he must have interrogated his opponent for at least five minutes prior to using the ability. The Psionic Inquisitor can choose to release any one or all of the trapped souls as a free action; alternatively, they are released when the Psionic Inquisitor perishes. This is cast at the Psionic Inquisitor’s divine spell caster level. The Righteous Order of the Divine Shield Dark tears stain the night shades of black. Bring unto the poor, the downtrodden, and the meek the glorious light and truth of Illiir. Bless these folk with Hurrian’s shelter and comfort, for the truth can be as heavy a burden as the night. - Dogma of the Righteous Order of the Divine Shield Light of Illiir (Sp): At 5th level, the Psionic Inquisitor begins to shed light as per the light spell. This effect A member of the Righteous Order of the can be suppressed at will as a free action. If dispelled, Divine Shield is held to the highest moral standards. it can be resumed as a free action on the Psychic They are viewed as the pinnacle of compassion, and are Inquisitor’s next turn. well-known for preserving the weak, even at the cost of their own lives. Truth of the Heart (Ex): At 5th level, the Psionic During the ancient days before the Time of Inquisitor gains the ability to shrug off most toxins and Terror, the order served to guard pilgrims and to patrol other effects of similar nature. The Psionic Inquisitor the bounds of the Empire, keeping those far from the 86 The Righteous Order of the Divine Shield ▪ PRESTIGE CLASSES might of the Emperor safe from the ravages of the wilderness beyond. The order was only recently reformed, after having been forgotten since the Time of Terror. Brave heroes re-awoke the Order’s Mentagi, held within the vaults of the Mother Church, when they recovered the arms and armor of Colryn val’Assante, the last leader of the Order. These brave souls used his arms and armor in the defense of those weaker than themselves. Hit Die: d10 Requirements: To qualify to become a Divine Shield, a character must fulfill all of the following criteria: Alignment: Any Good. Skills: Examine Martial Technique 5 ranks, Heal 13 ranks, Knowledge (Religion) 5 ranks. Feats: Field Medic, Iron Will. Special: Must have an Aura of Faith, and must have a power-point reserve. Deity: Must follow either Illiir or Hurrian. Class Skills The Divine Shield’s class skills (and the key ability for each skill) are Craft (Int), Concentration (Con), Diplomacy (Cha), Examine Martial Technique (Wis), Heal (Wis), Knowledge (Religion) (Int), Knowledge (Psionics) (Int), Psicraft (Int), and Sense Motive (Wis). Skill Points per level: 2 + Int. modifier. Class Features All of the following are class features of the Righteous Order of the Divine Shield. Weapon and Armor Proficiency: The Divine Shield gains proficiency with simple and martial weapons. The Divine Shield is also proficient in the use of light, medium, and heavy armor and all types of shields. Channeling Uses: The Divine Shield does not gain additional casting levels, however, he does gain additional channeling attempts each day, as indicated on the table able. Treat these as extra channeling uses. Aura of Faith (Su): Levels in Divine Shield stack for determining the strength of your aura of faith. Divine Shield (Su): A Divine Shield gains their class level as a shield bonus to armor class (this does not stack with a wielded shield, as only the greater bonus is used). By spending a channeling attempt as a standard action, they may transfer some or all of this bonus to an individual that they touch. The bonus remains transferred for 1 minute, although the Divine Shield may choose, as a free action, to end this protection. The Divine Shield may also spend power points to affect multiple creatures with this ability. For each 5 power points spent at the same time as the channeling attempt is made, the Divine Shield may touch one additional person. All targets receive the same bonus. Only the shield bonus granted by this ability may be transferred in this way; shield bonuses from other sources, such as the shield spell or a wielded shield, may not be transferred. For example: Colryn val’Assante could spend 10 power points and one channeling attempt at 1st level to grant two allies that he touched a +1 shield bonus each, while surrendering his own shield bonus entirely. Weapon of the Mind (Su): At 2nd level, the Divine Shield may spend power points, as a free action, to make any melee weapon he is holding defending for 1 minute per class level. This effect ends immediately if the weapon ever leaves the Divine Shield’s hands. The power point cost of this ability is two power points per enhancement point of the weapon to be affected. Power Points: The Divine Shield does not gain additional manifesting levels or powers known. However, he does gain additional power points each day, as indicated on the table above. Treat these as bonus power points. Table 4-19: The Righteous Order of the Divine Shield Class Level 1st 2nd Base Fort Ref Will Attack Bonus Save Save Save Special +1 +2 +0 +0 Aura of Faith, Divine Shield +2 +3 +0 +0 Weapon of the Mind Power Points Channeling Uses 4 1 8 1 3rd +3 +3 +1 +1 Greater Divine Shield 12 2 4th 5th +4 +5 +4 +4 +1 +2 +1 +2 Weapon of the Faith Radiant Divine Shield 16 20 2 3 87 PRESTIGE CLASSES ▪ Issori Metamind Greater Divine Shield (Su): At 3rd level, the Divine Issori Metamind Shield may expend 2 extra channeling attempts when So wise so young, they say do never live long. using this ability to extend the range of the Divine ~ King Richard III, Act III, Scene I Shield ability from touch to a 25-foot burst. The ~ William Shakespeare number of recipients is still limited as above, but when the ability is triggered in this way they do not all have The ancient Issori, mystic insect-like creatures whose to be within touch range. empire was long ago destroyed by the Ssethregorans, had a mastery of psionics, represented by the Metamind Weapon of the Faith (Su): At 4th level, the Divine class. With their demise, the Ssanu of the Yhassremore Shield may spend 2 channeling attempts, as a free Empire learned and mastered these Issori techniques, action, to make any melee weapon he is holding capturing them as their own. affected by the holy sword spell for 1 minute per class Now, the Val families and others have studied level. This effect ends immediately if the weapon ever and mastered these techniques that have been passed leaves the Divine Shield’s hands. down through the ages. Radiant Divine Shield (Su): At 5th level, if the Divine Shield transfers his entire shield bonus to others, he immediately gains a +5 shield bonus to Armor Class, as if he had not transferred the shield bonus at all. He may not transfer this new shield bonus, however, this shield bonus remains so long as his normal shield bonus from the Divine Shield ability has been transferred. Requirements: To qualify to become a Issori Metamind, a character must fulfill all the following criteria: Skills: Knowledge (Psionics) 8 ranks, Psicraft 4 ranks. Feats: Psicrystal Affinity. Manifesting: Manifester level 4th. Hit Die: d4 Tools of the Serpent Empire Class Skills The Issori Metamind’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Craft (any, taken individually) (Int), Knowledge (Psionics) (Int), and Psicraft (Int). Skill Points per level: 2 + Int. modifier. The ancient Ssanu of Ssethregore have had centuries to perfect their use of psionics and to master the shaping of psionic energies. This mastery is exemplified by the Psychic-Storm. The Ssanu were also the first to master the art of hunting psionic creatures during their extermination of the Sansho. This mastery is demonstrated by the Sansho Hunter. However, the Val families of Onara have also achieved a similar level of mastery, and thus the power of a Psiophant is no longer limited solely to the Ssethregorans. A multitude of races and groups have learned the techniques of the Sansho Hunter, and learned to apply them to many different foes; thus the abilities of a Sansho Hunter are no longer limited solely to the Ssanu. The psionic mastery of the Issori Metamind, once confined to the inner sanctum of the Ssanu and the Issori before them, is now no longer limited solely to their mastery; anyone may take levels in Issori Metamind. Class Features Weapon and Armor Proficiency: The Issori Metamind does not receive any additional weapon or armor proficiencies. Powers Known: At every even-numbered level, an Issori Metamind gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, and so on). This essentially means that he adds the level of metamind to the level of whatever manifesting class Table 4-20: Issori Metamind Class Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 88 Base Attack Fort Ref Will Bonus Save Save Save Special +0 +0 +0 +2 Free manifesting 1st, 3/day +1 +0 +0 +3 Cognizance psicrystal 5 points +1 +1 +1 +3 Free manifesting 2nd, 3/day +2 +1 +1 +4 Cognizance psicrystal 7 points +2 +1 +1 +4 Free manifesting 3rd, 1/day +3 +2 +2 +5 Cognizance psicrystal 9 points +3 +2 +2 +5 Free manifesting 4th, 1/day +4 +2 +2 +6 Cognizance psicrystal 11 points +4 +3 +3 +6 Free manifesting 5th, 1/day +5 +3 +3 +7 Font of power Powers Known — +1 level of existing manifesting class — +1 level of existing manifesting class — +1 level of existing manifesting class — +1 level of existing manifesting class — +1 level of existing manifesting class Psychic Storm ▪ PRESTIGE CLASSES the character has, then determines power points per day, powers known, and manifester level accordingly. If a character had more than one manifesting class before he became a metamind, he must decide to which class he adds the new level of metamind for the purpose of determining power points per day, powers known, and manifester level. At every odd-numbered level, an Issori Metamind gains additional power points per day as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (increased manifester level, access to new powers, bonus feats, metapsionic or item creation feats, and so on). Free Manifesting (Ps): At 1st level, an Issori Metamind can manifest any 1st-level power he knows for free (without spending power points) three times per day. At higher levels, a metamind gains the ability to freely manifest additional higher-level powers: three 2nd-level powers per day at 3rd level; one 3rd-level power per day at 5th level; one 4th-level power per day at 7th level; and one 5th-level power per day at 9th level. This benefit applies only to the power point cost of an unaugmented power. Points spent to augment a power and an experience point cost (if any) must be paid as normal. Cognizance Psicrystal (Ex): At 2nd level, a metamind masters the trick of storing excess power points in a psicrystal. The psicrystal is now treated as a cognizance crystal capable of storing 5 power points, in addition to its psicrystal abilities. At every even-numbered level, a metamind becomes able to store an additional 2 power points in his psicrystal, to a maximum of 11 points at 8th level. Font of Power (Ps): A 10th-level metamind can act as a living cognizance crystal, producing seemingly endless power points once per day, for up to 1 minute. His eyes shine like tiny stars, and faint illumination seems to beam out of his mouth and the end of each of his fingers. While so empowered, he can manifest any of his powers without drawing from his power point reserve. He finds the power points he needs welling up within his own body. If a metamind using this ability enters a metaconcert, his power point reserve is accessed normally for the purpose of his contributing to the pool. Treat this as a power equal to the highest level the metamind knows, with a manifester level equal to the metamind’s for the purposes of dispelling this effect. Psychic-Storm “You have a strong, disciplined mind and are capable of wielding raw power like a hammer, but you have not learned to be flexible and adaptive, and thus, shape energies to do your will. Watch. Learn.” - Ssethiru, Ssethregoran Psiophant to a future apprentice. Each discipline of magic has practitioners who have risen to the pinnacle of the art. Amongst the mages and sorcerers there exist the Arch-Magi, and the Magisters of the Sanctorum of the Arcane. The clergy and other devout followers of the gods have the powerful Hierophants. However, the rarest and most reclusive such individuals are the Psychic-Storms, the epitome of psionic power, skill, and dedication. The Ssanu of the Black Coil were the first to develop the level of control and dedication necessary to become a Psychic-Storm, and indeed they developed most of the techniques used by the Psychic-Storms. There are some techniques that have since been developed by various members of the Val race; however, those developments are relatively recent. It is typical for a Psychic-Storm to only have a single apprentice at a time; furthermore, most PsychicStorms require potential apprentices to swear oaths of silence, secrecy, and fealty to the teacher, ensuring that their secrets are maintained. Requirements: To qualify to become a Psychic-Storm, a character must fulfill all of the following criteria: Skills: Knowledge (Psionics) 15 ranks, Psicraft 15 ranks, Use Psionic Device 7 ranks. Feats: Prodigy (Psionic), Psicrystal Focus, Skill Focus (Knowledge: Psionics), and any two Metapsionic or Psionic Item Creation feats or Improved CounterManifesting. Manifesting: Must be able to manifest 7th level powers, including knowledge of at least 4 powers of at least 5th level or higher. Hit Die: d4 Class Skills The Psychic-Storm’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Craft (any, taken individually) (Int), Intimidate (Cha), Knowledge (any, taken individually) (Int), Psicraft (Int), Sense Motive (Wis), and Use Psionic Device (Cha). Skill Points per level: 2 + Int. modifier. 89 PRESTIGE CLASSES ▪ Psychic Storm Class Features All of the following are class features of the PsychicStorm. Weapon and Armor Proficiency: The PsychicStorm does not receive any additional weapon or armor proficiencies. Psionic Training: A Psychic-Storm’s manifester level does not increase as he gains levels in this prestige class; thus he does not learn new psionic powers or gain additional power points. However, a Psychic-Storm’s class levels are added to his manifester level for the purpose of determining the maximum number of power points that can be spent while manifesting a power. Perfected Technique (Ex, Ps, or Su): At each level, the Psychic-Storm learns another technique that has been perfected. Choose one of the following entries that you meet the prerequisites for. Most techniques can only be learned once; however, some may be learned more than once. Enhance Psicrystal (Ex): This technique empowers the Psychic-Storm’s psicrystal. When determining the abilities and properties of your psicrystal, use your manifester level (including any psionic training bonuses) instead of your psion level. This technique itself is extraordinary; however, the abilities gained by the psicrystal retain their normal qualities. Extra Technique (Ex): The Psychic-Storm may unlock the secrets to any Metapsionic or Psionic Item Creation feat. The Psychic-Storm chooses any one feat for which he meets the prerequisites; the chosen feat is granted as a bonus feat. This ability may be chosen multiple times. This ability may be chosen multiple times and its effects stack each time. Mastery of the Body (Ps): The Psychic-Storm can bolster their body using their psionic powers. Using this ability is a full-round action which provokes attacks of opportunity. The use of this ability mimics the manifesting of a power, and thus the maximum number of power points that can be spent is determined by the Psychic-Storm’s manifester level. There are four different things that power points may be spent on while using this ability. E a c h of these options requires a specific expenditure of power points; thus power points spent to heal ability damage do not also heal hit point damage. - Each power point spent heals 1 hit point of damage. - Every four power points spent heals 1 point of ability damage. This use of this ability will not heal ability drain or ability burn. - Spending five power points heals all mundane diseases that are afflicting the Psychic-Storm. It does not heal any ability damage that was inflicted by the diseases. - Spending ten power points heals one supernatural or magical disease that is afflicting the Psychic-Storm. Using this option increases the manifesting time of this ability to 10 minutes. - Every four power points spent grants a +1 enhancement bonus to saving throws against poison for 10 minutes. Mastery of Psionic Nullification (Su): (Requires: Psion Discipline and Improved Counter-Manifesting) The Psychic-Storm can nullify the psionic energies of others with hardly a thought. You can counter a power from your chosen Improved Euphoria (Ex): (Requires: Surging Euphoria) discipline using any power from that discipline, so long The morale bonus that a Psychic-Storm would receive as you spend a number of power points equal to those while under the effects of the Surging Euphoria class spent to manifest the target power. feature is increased by +1. They also receive a +1 dodge bonus to Armor Class while under the effects of Mental Reach (Su): The Psychic-Storm can use any Euphoria. power with a normal range of touch on any valid target up to 30 feet away. However, Table 4-21: Psychic-Storm delivering the power always requires a successful ranged Base touch attack. Class Attack Fort Ref Will Power This technique can be Level Bonus Save Save Save Special Advancement chosen a second time, which 1st +0 +0 +0 +2 Perfected Technique Psionic Training increases the range to 60 feet. 2nd +1 +0 +0 +3 Perfected Technique Psionic Training 3rd +1 +1 +1 +3 Perfected Technique Psionic Training Mental Shaping (Su): This technique allows the Psychic4th +2 +1 +1 +4 Perfected Technique Psionic Training Storm to alter the area of effect 5th +2 +2 +2 +4 Perfected Technique Psionic Training of powers that use one of the 90 Sansho Hunter ▪ PRESTIGE CLASSES following shapes: burst, cone, cylinder, emanation, or spread. Spaces of a minimum dimension of 5-feet-by-5feet may be placed within the area of effect, for example, to spare an ally or innocent who may otherwise be in the area of effect. Furthermore, shapeable powers have a minimum dimension of 5 feet instead of 10 feet. Psi-Like Ability (Ps): A Psychic-Storm who learns this technique can use a number of power points to permanently provide the psionic power needed to use one of his psionic powers as a psi-like ability that can be used twice per day. The Psychic-Storm does not use any components when manifesting the power, although a power that costs XP to manifest still does so and a power with a costly material component instead costs him 10 times that amount in XP. When you choose this ability, you must select one power. When you do so you must decide what manifester level to prepare the ability at; this choice can range anywhere from the minimum manifester level to a maximum of your current manifester level. You permanently lose a number of power points equal to the chosen manifester level from your normal daily power point allotment. When you select this ability you may elect to permanently expend additional power points to gain more than two uses each day of the chosen power. If the power is three or more levels lower than the maximum power level you know and you expend six additional power points, then the psi-like ability may be used four times per day. If the power is six or more levels lower than the maximum power level you know and you expend twelve additional power points, then the psi-like ability may be used six times per day. You may select this ability more than once; each additional time it is taken you can apply the ability to the same power (increasing the number of times per day it can be used; however, the chosen manifester level must be the same) or to a different power (gaining a new psi-like ability, without the above restriction on keeping the same manifester level). Psionic Power (Ex): This Psychic-Storm technique increases your effective manifester level by one (for the purposes of a power’s duration, all level checks to defeat Power Resistance and the maximum number of power points that can be spent on manifesting a power). This ability may be chosen multiple times (maximum three times) and its bonuses stack with itself. This ability does not increase the number of power points you receive each day or grant any other benefit of an increased manifester level. Telepathy (Su): A Psychic-Storm with this technique gains the ability to speak to any creature within 100 feet who shares a common language. Communication is entirely voluntary, as individuals may choose to speak with or ignore a Psychic-Storm as they desire. The Psychic-Storm may freely attempt communication with any suitable creature within range. This is a mindaffecting, language-dependent ability. Sansho Hunter Ssarthas knelt down, his nostrils flaring and seeking the scent of the Sansho. It was three weeks past that the Emperor set upon them the task of hunting down this last band of these vile, filthy vermin. How they flee before us, now that we have learned to counter their more powerful attacks and where to strike them that hurts the most. Not long now until he was back home amongst his kind. The Ssanu fought a brutal series of engagements against the Sansho, from whom they developed their ability to manifest psionic powers. Eventually, they applied these psionic powers to the extermination of the Sansho. Since that time, the techniques that were developed to combat the Sansho have been expanded to include various other psionically active races that exist in Arcanis. Hit Die: d8 Requirements: To qualify to become a Sansho Hunter, a character must fulfill all of the following criteria: Base Attack Bonus: +4 Skills: Knowledge (*) 4 ranks, Survival 4 ranks. Feats: Track. Special: Must have a power point reserve of at least 1 power point. * The specific knowledge skill that is required is dependent on the chosen creature that this class applies to; see the Favored Enemy ability below. Class Skills The Sansho Hunter’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Examine Martial Technique (Wis), Knowledge (*) (Int), Listen (Wis), Psicraft (Int), Sense Motive (Wis), Spot (Wis), and Survival (Wis). * The Sansho Hunter gains the knowledge skill used to meet the requirements of this class as a class skill; see the Favored Enemy ability for details. Skill Points per level: 4 + Int. modifier. Class Features All of the following are class features of the Sansho Hunter prestige class. Weapon and Armor Proficiency: Sansho Hunters are proficient with all simple and martial weapons and with all types of armor. Powers Known: Beginning at 2nd level, a Sansho Hunter gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the level of Sansho Hunter to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly. 91 PRESTIGE CLASSES ▪ Sansho Hunter If a character had more than one manifesting class before she became a Sansho Hunter, she must decide to which class she adds the new level of Sansho Hunter for the purpose of determining power points per day, powers known, and manifester level. If the character did not belong to a manifesting class before taking this prestige class, she does not gain manifesting levels. Favored Enemy (Ex): When she enters the class, a Sansho Hunter formally declares a type of psionic creature as the enemy she detests above all others (chosen from the table below). Due to her extensive study of her foes and training in the proper techniques for combating them, she gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against her favored enemy. Likewise, she gets a +2 bonus on weapon damage rolls against creatures of this kind. At 4th level the bonuses increase to +4, at 7th level to +6, and at 10th level to +8. Furthermore, the required knowledge skill to enter this prestige class determines what types of creatures can be selected as a foe; see the table below. The associated knowledge skill is also the knowledge skill that is a class skill for the Sansho Hunter. become disinclined to do so for 24 hours thereafter. A creature that fails this save may take any action it desires except touching the Sansho Hunter (but does not realize it is being so affected). This ability is active even if the Sansho Hunter is unconscious, stunned, or otherwise helpless. Lucid Buffer (Ex): At 3rd level, a Sansho Hunter becomes especially skilled at resisting mental attacks. She gains a +4 competence bonus on saving throws against all compulsions and mind-affecting effects. This ability is active even if the Sansho Hunter is unconscious, stunned, or otherwise helpless. Cerebral Blind (Su): After reaching 6th level, a Sansho Hunter is protected from all devices, powers, and spells that reveal location. This ability protects against information gathering by clairsentience powers or effects that reveal location. The ability even foils bend reality, limited wish, miracle, reality revision, and wish when they are used to gain information about the Sansho Hunter’s location (however, metafaculty can pierce this protective barrier). In the case of remote viewing or scrying that scans an area a Sansho Hunter is in, the effect works, but the slayer simply isn’t detected. Remote viewing or scrying attempts that are targeted Enemy Sense (Su): A Sansho Hunter can sense the specifically at a Sansho Hunter do not work. This presence of her favored enemy within 60 feet of ability is active as long as the Sansho Hunter is herself, even if they are hidden by darkness or walls, psionically focused. but she cannot discern their exact location. Breach Power Resistance (Su): A Sansho Hunter Aura of Disregard (Su): At 2nd level, a Sansho Hunter of 8th level or higher can enhance her weapon with gains a constant defensive ability somewhat similar to psionic might. Each successful melee attack (or ranged the aversion power. Any creature that attempts to touch attack if the target is within 30 feet) she makes with (in regards to using a special ability, such as the slime her weapon against a creature with power resistance attack of an Aboleth) the Sansho Hunter must succeed temporarily reduces its power resistance by 1. Unless on a Will save (DC 15 + Sansho Hunter’s class level) or the creature is slain, its lost power resistance returns all Table 4-22: The Sansho Hunter Base Class Attack Fort Ref Will Level Bonus Save Save Save Special Powers Known 1st +1 +0 +0 +2 Favored enemy +2, enemy sense — 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 92 +2 +3 +4 +5 +6 +7 +8 +9 +10 +0 +1 +1 +1 +2 +2 +2 +3 +3 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +3 +4 +4 +5 +5 +6 +6 +7 Aura of Disregard Lucid buffer Favored enemy +4 — Cerebral blind Favored enemy +6 Breach power resistance Cerebral immunity Death Attack, favored enemy +8 +1 level of existing manifesting class +1 level of existing manifesting class +1 level of existing manifesting class +1 level of existing manifesting class +1 level of existing manifesting class +1 level of existing manifesting class +1 level of existing manifesting class +1 level of existing manifesting class +1 level of existing manifesting class Entropomancer ▪ PRESTIGE CLASSES Sansho Hunter Favored Enemies Chosen Psionic Foe 1 Associated Knowledge Skill Aquatic Aberrations (Aboleth) Knowledge (Dungeoneering) Tainted (Brood of Caneturec, Cerebrilith) Knowledge (Planes) Magical Beasts (Brain Mole, Enskoral) Knowledge (Nature) Humanoids (Ssanu, Val) Knowledge (Psionics) Outsiders (Couatl) Knowledge (Planes) Entropic Aberrations (Obnu’il, Voiceless Ones) Knowledge (Dungeoneering) Terrestrial Aberrations (Il’huan) Knowledge (Dungeoneering) Plants (Udoroot) Knowledge (Nature) 1 The favored enemy bonus applies against all creatures of the selected type; the listed creatures are intended as examples drawn from within the creatures presented in this book. at once 12 hours later. This ability is active as long as the Sansho Hunter is psionically focused. In Living Arcanis, any PC who is a member of the Mourners in Silence may take levels in these prestige classes. If the PC ever abandons the Mourners Cerebral Immunity (Su): On reaching 9th level, in Silence, that PC is irrevocably destroyed with no a Sansho Hunter gains protection from all devices, recourse or means of returning. powers, and spells that influence the mind. This ability shields her against almost all mind-affecting powers and effects (though the Sansho Hunter can selectively Entropomancer allow powers or spells to affect her). The ability The essence of entropy is the pure silence of the mind. even foils bend reality, limited wish, miracle, reality Those who can draw upon this power are merely revision, and wish when they are used to mentally touching the surface of a greater strength. To truly influence a Sansho Hunter. This ability is active as long tap into the power of entropy one must surrender your mind, body and soul to its grasp. Only then, in the as the Sansho Hunter is psionically focused. final moments can you come to understand truly what Death Attack (Ex): Once per day at 10th level, a entropy is. - Xx’regk, Master of Entropy, Speaker of the Sansho Hunter gains the ability to kill her chosen foe outright with a single well-placed attack. The slayer Silence may use this death attack on any attack (even during a full attack action), regardless of whether or not her The methods of the Silence are a closely guarded chosen foe is flat-footed. If the slayer hits and deals secret. Indeed, those who consider surrendering the true damage with her Death Attack, the victim must make secrets of the Silence are usually dead before they can an immediate Fortitude save (DC 20 + the Sansho even begin to give voice to them. Those few who are Hunter’s Wisdom modifier). If the victim fails the led to believe that they have betrayed the Silence are save, it is killed instantly. If the save is successful, the often being used still as sources of misinformation. The Entropomancers are afforded a special victim takes damage from the attack as normal. Treat this as if struck dead from massive damage. Creatures level of respect within the Mourners of the Silence immune to critical hits are immune to this effect. The (for those who are aware of their training) and within slayer must declare that she is using this attack before the wider-spectrum of those creatures that serve the the attack roll is made. If the slayer misses, the attack interests of the Silence. Entropomancers must be willing to devote is used for the day regardless. If the Sansho Hunter has selected a chosen their entire being to the study and use of entropy, for foe that is immune to critical hits, then instead, the anything less is usually deadly. For that reason, it is Sansho Hunter can twice per day declare an attack rare that any individual undertakes this path of study. to be a Smite Foe attack. The Sansho Hunter gains her Wisdom modifier as a bonus to attack rolls, and Hit Die: d4 deals double her class level in additional damage on a Requirements: successful strike. A declared smite attack that misses is To qualify to become an Entropomancer, a character must fulfill all of the following criteria: used for the day. Alignment: Any Non-Lawful. Skills: Concentration 10 ranks, Knowledge (Psionics) Tools of the Silence 10 ranks, Psicraft 10 ranks. The Silence has many training regimes available to its Feats: Focused Mind, Improved Power Penetration, tools. These tools are mysterious, secretive, and largely Power Penetration. unknown to most people on Onara. However, those that Special: Manifester Level 10; Ability to manifest the Silence holds in esteem are often invited to undergo preternatural psionics; Ability to manifest the entropy the training - training that often results in the death of burst power. the trainee - for like all matters involving the Silence, the training is as deadly as war. 93 PRESTIGE CLASSES ▪ Keeper of Silent Lore Class Skills The Entropomancer’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Craft (Int), Concentration (Con), Knowledge (All, taken individually), Profession (Wis), and Psicraft (Int). Skill Points per level: 2 + Int. modifier. need to expend an additional focus. The reverse does not hold true as applying the Entropy Melding ability to a power does not automatically confer the benefits of the Greater Power Penetration feat. Keeper of Silent Lore Inked across his forehead and skull were archaic runes Class Features that flowed down his neck into presumably the rest All of the following are class features of the of his body, although that was cloaked in thick, black Entropomancer prestige class. robes. Behind him, at a respectful distance, stood a company of retainers and companions all waiting for Weapon and Armor Proficiency: An Entropomancer him to decide on their path. The ruined city before gains no additional armor or weapon proficiencies. them was obviously built by the First Imperium of Man; the markings on the few, still-standing walls Manifesting: At each level, the Entropomancer gains making that much clear. However, the majority of the additional psionic manifesting abilities. These increases buildings and structures were as destroyed as the world to manifester level must be applied to whichever they had found them upon. Slowly, they moved their manifesting class allowed the Entropomancer to way into the city, when the keeper paused, eyes wide qualify for this prestige class. These extra levels do not with surprise. Pointing at his feet, the retainers started influence any class features, save powers known, and to dig towards the surviving vault of this ancient city. the determination of power points each day. - Except from Tandraleth’s Journal, 876 I.C., Plane #73-5 Entropy Melding (Ex): Any time an Entropomancer is manifesting a psionic power that does hit point The annals of the Silence contain countless damage, she may expend her psionic focus to convert millennia of knowledge, all carefully stored and 50% of the inflicted damage into entropy damage. preserved. However, this knowledge, like any other Using this ability gives the psionic power the Entropy repository, must continually grow and be checked to subtype, and it may not be used on powers that already ensure that it remains complete and accurate. The first have the Entropy subtype. keepers of silent lore were ancient beings, drawn from This ability does not increase the amount of the ranks of the oldest Voiceless Ones. These creatures damage done; it simply changes the damage type for developed the rituals and rites necessary to encapsulate 50% of the damage. If the base damage is odd, then the knowledge into a living creature and preserve it for the portion of damage that is converted to entropy damage ages. However, over the ages, the Voiceless Ones have is rounded down. also taken to teaching these techniques to the “lesser races” that serve them. Entropy Focus (Ex): All powers that an Entropomancer Some of the keepers that were trained amongst manifests that have the Entropy subtype receive a +1 the lesser races have been known to be abducted by foes bonus to their save DC (if the power has no save, then of the Silence or have simply defected on their own. It this portion of the ability has no effect). Additionally, is rumored that some groups, such as the Sanctorum of for the purposes of penetrating power resistance when the Arcane, have managed to preserve a line of keepers, using such powers, the Entropomancer receives a +1 hoping to extract and use the gained knowledge. There bonus on manifester level checks. are also concerns that the knowledge these escaped or These bonuses stack with all other bonuses captured keepers may hold is tainted; the possibility granted to save DCs and manifester level for penetration that these keepers are purposeful plants troubles many power resistance (such as those from the Power people who know of them. Penetration feat and the Psionic Endowment feat). The tattoos that cover the Keeper of Silent Lore are more than ritualistic markings, as they appear Entropy Explosion (Ex): Any time the Entropomancer to most folk; they are encoded knowledge that can be uses the Greater Power Penetration feat while retrieved by the keeper and others with his training. As manifesting a power, that power is automatically a keeper gains more knowledge, he gains more tattoos affected by the Entropy Melding ability without the until his body becomes covered with the tattoos that mark him as a keeper, and that Table 4-23: The Entropomancer reflect the amassed knowledge Base he holds. Class Attack Fort Ref Will Level Bonus Save Save Save Special Manifesting 1st +0 +0 +0 +0 Entropy Melding +1 manifester level 2nd +1 +0 +0 +0 — +1 manifester level 3rd +1 +1 +1 +1 Entropy Focus +1 manifester level 4th +2 +1 +1 +1 — +1 manifester level 5th +2 +1 +1 +1 Entropy Explosion +1 manifester level 94 Keeper of Silent Lore ▪ PRESTIGE CLASSES Hit Die: d4 Requirements: To qualify to become a Keeper of Silent Lore, a character must fulfill all of the following criteria: Alignment: Any Non-Lawful. Skills: Craft (Tattoo) 4 ranks, Knowledge (History) 6 ranks, Knowledge (The Planes) 6 ranks. Feats: Lesser Craft Fetish 1 or Scribe Tattoo. Special: Able to cast comprehend languages and read magic; or able to manifest discern written intent. 1 This can be found in the Magic of Arcanis sourcebook. Class Skills The Keeper of Silent Lore’s class skills (and the key ability for each skill) are Autohypnosis (Wis)*, Craft (Int), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge (All, taken individually), Psicraft (Int)*, Speak Language (-), and Spellcraft (Int)*. * The Keeper gains Autohypnosis and Psicraft as class skills if he used the discern written intent power to qualify for this class; otherwise he gains Spellcraft as a class skill. See Manifesting & Spellcasting below under class features for details. Skill Points per level: 2 + Int. modifier. Class Features All of the following are class features of the Keeper of Silent Lore prestige class. Regardless of the choice made, at each level indicated, the keeper gains a +1 increase to his manifester or caster level. This increase affects spells per day (or power points each day), the duration, and effects of spells and powers. The keeper also learns new spells or powers (as appropriate to his choice) as determined by the class the manifester or caster level is being applied to. This increase also affects the maximum number of power points spent manifesting a power, if the manifesting level increase was chosen above. If the keeper has multiple classes to which he could apply his chosen increases to, then he may choose each time he gains a manifester or caster level increase which class to apply the benefits to. For example, Tandraleth has levels as a Psion 5, Wizard 3, Psychic Warrior 4 when he takes his first level in Keeper of Silent Lore. He chooses to apply all of his manifester/caster level increases to manifester classes. However, because he has two different manifesting classes he may choose each time he gains a level that grants a manifester level increase which of the two classes to apply that level to. He cannot however, choose to apply some increases to his wizard class, and others to his psion or psychic warrior classes. If he wanted to apply the increases to his wizard class then he would be unable to apply any increases to his psion or psychic warrior classes. This ability does not grant any of the other features of the classes to which it is applied; for example, it does not grant bonus feats that levels in other classes might provide. Weapon and Armor Proficiency: A Keeper of Silent Lore gains no additional armor or weapon proficiencies. Knowledge Focus (Ex): At each level, the Keeper of Silent Lore gains two extra skill points. One of these Manifesting & Spellcasting: When the Keeper of must be spent on the Knowledge (History) skill; the Silent Lore gains his first class level he must decide other may be spent on any other knowledge skill or between psionic manifesting and arcane or divine the speak language skill. However, every second time casting. Once made this choice cannot be changed and the Keeper of Silent Lore gains the ability to learn determines to which class the increases to manifester/ new spells or powers (see above) due to a manifester caster level are applied. level or caster level increase, one of the learned spells This choice also impacts which class skills or powers must be either a Clairsentience power or a the keeper has; choosing psionic manifesting makes Divination spell. Autohypnosis and Psicraft class skills, while choosing either type of casting makes Spellcraft a class skill. Table 4-24: The Keeper of Silent Lore Class Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Special Knowledge Focus, Silent Lore Knowledge Marking Keeper Marking Knowledge Marking Growth of Mind Knowledge Marking Mystical Markings Knowledge Marking Growth of Mind Mystical Markings Manifesting / Spellcasting — +1 manifester/caster level +1 manifester/caster level +1 manifester/caster level — +1 manifester/caster level +1 manifester/caster level +1 manifester/caster level — +1 manifester/caster level 95 PRESTIGE CLASSES ▪ Warrior of the Silence Silent Lore (Ex): A Keeper of Silent Lore knows a vast collection of information and lore. Thus, a keeper gains a lore ability, like the bardic knowledge ability of a bard. The keeper’s lore check is equal to his class level plus his Intelligence modifier with an additional +2 synergy bonus from having more than five ranks in Knowledge (History). The keeper may not take 10 or 20 on this check, because there is no direct ability to accurately recall information; it is randomly recalled. The DCs for this ability are the same as those used for the Bardic Knowledge ability of a bard. If the Keeper has the bardic knowledge ability or the lore ability of a Loremaster, then he may instead apply his keeper class level as a bonus to his bardic knowledge or lore checks instead of gaining the above ability; this choice must be made when this ability is first gained and cannot be changed once decided. Knowledge Marking (Su): The tattoos of the Keeper of Silent Lore are not simply markings, they are repositories of knowledge. At 2nd level, some of that knowledge starts to influence the keeper’s thoughts and thinking. The keeper selects one knowledge skill to which he receives a +2 bonus on all checks. At 4th, 6th, and 8th levels the keeper may either increase an existing bonus from this skill by +1, or choose another knowledge skill, to which he receives a +2 bonus on all checks. Warrior of the Silence The invaders had no chance. Little did they realize that our cities are protected by specially trained warriors. No sooner had their feeble assault started when the beacons arose through the murk, summoning everyone to the defense. The warriors on duty when the attack started were sheathed in massive suits of armor, wielding heavy weapons. They calmly stood and waited for the invaders to reach them before wading into combat, destroying the invaders around them. - Except from Tandraleth’s Journal, -1022 I.C. (inferred), Il’Gran Plane The first warriors of the silence were drawn from amongst the innumerable ranks of the Voiceless Ones who guarded their earliest citadels and cities. The history of this order of warriors stretches back into the true depths of the past, and the techniques remain as they have been for millennia. The current ranks of this order are drawn from amongst the most loyal and promising members of the Mourners in Silence, various well-trained representatives of the servants races of the Silence, and from amongst the most militarily-minded Voiceless Ones. These individuals undergo strenuous training, both physical and mental, to prepare them as both shock-troops and as steadfast guards. Hit Die: d10. Requirements To qualify to become a Warrior of the Silence, a character must fulfill all of the following criteria. Alignment: Lawful. Base Attack Bonus: +8 Feats: Alertness, Armor Proficiency (Heavy) 1, Weapon Focus (any martial). Special: Must have a psionic power point reserve. Growth of Mind (Ex): As the secret lore continues 1 Any character who has class levels in a class that grants to infuse the intellect of the Keeper of Silent Lore, his proficiency in heavy armor meets this requirement; mind must expand or become unable to learn more. taking the feat also meets the requirement. Thus, at 5th and 9th levels, the Keeper of Silent Lore gains a +1 bonus to Intelligence and Wisdom. These Class Skills two bonuses stack with each other (and other bonuses, The Warrior of the Silence’s class skills (and the key due to being unnamed). ability for each skill) are Climb (Str), Craft (any) (Int), Examine Martial Technique (Wis), Intimidate (Cha), Mystical Markings (Su): The tattoos that cover the Jump (Str), Knowledge (Psionics) (Int), Knowledge Keeper of Silent Lore contain more than just knowledge; (Warfare and Tactics) (Int), Listen (Wis), Profession they contain the secrets needed to understand techniques (any) (Wis), Psicraft (Int), Spot (Wis), and Swim (Str). and other mystic secrets. At 7th and 10th level, the Skill Points at Each Level: 2 + Int modifier. keeper may select any one channeling 1, metamagic, metapsionic, or psionic feat for which he meets the Class Features prerequisite; the keeper gains the chosen feat as a bonus All of the following are Class Features of the Warrior feat. The keeper may take feats at a later time for which of the Silence prestige class. the chosen feat is a prerequisite; however, if this ability is suppressed then the bonus feats are lost, denying Weapon and Armor Proficiency: A Warrior of the access to any feats that use them as prerequisites. Silence gains proficiency in all light, medium, and heavy 1 Channeling feats are described in the Player’s Guide armor, and all shields including tower shields. He also to Arcanis and Magic of Arcanis. gains proficiency in all simple and martial weapons. Keeper Marking (Ex): A Keeper of Silent Lore who reaches 3rd level has a deep enough understanding of how the keeper’s lore is stored, and how to create the needed tattoos, to be able to mark new keepers. Creating the tattoos on a new keeper requires one day, costs 500 gp in inks, and requires a DC 25 Craft (Tattoo) check. Silent Beacon (Su): When a Warrior of the Silence is in need of other Warriors, they manifest the preternatural psionic beacon of their order. The beacon is a fine line 96 Warrior of the Silence ▪ PRESTIGE CLASSES of virulent yellow light which rises directly overhead to a height of 500 feet (through all obstructions, save those that block preternatural psionic effects, such as a null psionics field). All other Warriors of the Silence recognize the beacon instantly, as do all Voiceless Ones. Other servants of the Silence may or may not notice or understand the purpose of the beacon, depending on their personal knowledge. As a visible beacon, it is intended to serve as a warning to foes and as a reminder to servants of the Silence that the order of guardian warriors is functioning. It is also possible for other Warriors of the Silence to “notice” the beacon, even if it is not within sight. The chance of them noticing the beacon under such circumstances is 10% per class level of the Warrior of the Silence who created the beacon. Manifesting the beacon is a preternatural psionic effect that requires a standard action. It does not have a power point cost. Shot, Psionic Shot, Psionic Weapon, Rapid Shot, Shot on the Run, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus, and Weapon Specialization. Entropic Blast (Ps): A Warrior of the Silence of at least 3rd level has learned how to gather the mental energies at his command and expel them to form a blast of entropic energy that harms his foes. Once per day, as a standard action, the Warrior of the Silence may expend his psionic focus and onehalf his psionic power points (round down; maximum 60) to create a 20-foot radius blast at any distance of up to 100 feet + 10 feet / class level. This blast deals 5d6 plus one point of entropic damage per power point expended. Creatures within the area of effect receive a Reflex save for half damage with a DC of 12 + ½ the Warrior of Silence’s class level (round down) + the Warrior of the Silence’s Charisma modifier. Treat this ability as a preternatural psionic power of a level equal to half of the Warrior of the Silence’s class level from the metacreativity discipline. Warrior Training (Ex): Levels in Warrior of the The manifester level for this effect is equal to double Silence are treated as Fighter levels for meeting the the Warrior of Silence’s class level. prerequisites of feats. Similarly, levels in Warrior of the Silence stack with Fighter levels to determine Psionic Smite (Su): At 3rd level, the Warrior of prerequisites. Thus, a Fighter 8, Warrior of the Silence 4 the Silence gains the ability to drive their hatred of would qualify to take the Greater Weapon Specialization outsiders and foes of the Silence directly into their feat, despite only having eight actual levels of Fighter. weapon blows. Once per day, the Warrior of the Silence may declare an attack to be a smite attack (as a free Psionic Talent (Ex): At first level, a Warrior of the action), and immediately expend 2 power points. This Silence gains the Psionic Talent feat as a bonus feat. attack receives a +4 bonus to the attack roll and a bonus to damage equal to the Warrior of Silence’s class level. Valor of the Kin (Ex): Warriors of the Silence are At levels 6 and 9, the Warrior of the Silence respected amongst the followers of the Silence, and gains an additional use per day of this ability. are secure in their place and role within the Silence. Starting at 2nd level, a Warrior of the Silence may add Commanding Presence (Ex): A Warrior of the Silence half his class level (round down) as a morale bonus to carries about them an aura of power, respect, and all saving throws made to resist mind-affecting spells, superiority. This aura manifests itself at 4th level as a +1 powers, and effects. morale bonus to Charisma; the aura increases to +2 at 7th level, and reaches a maximum of +4 at 10th level. Weapon Feat (Ex): The strong physical training of the Warrior of the Silence grants them a bonus feat Greater Valor (Ex): At 6th level, a Warrior of the at 2nd, 5th, and 8th levels. The Warrior of the Silence Silence has bravery unmatched. Fear of anything but may select at each of these opportunities one of the abandoning his order is meaningless to the Warrior of following feats for which he meets the prerequisites: the Silence. The Warrior of the Silence gains immunity Deep Impact, Exotic Weapon Proficiency, Far Shot, to all fear effects. Fell Shot, Point Blank Shot, Power Attack, Precise Table 4-25: Warrior of the Silence Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 Fort Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Special Silent Beacon, Warrior Training, Psionic Talent Valor of the Kin, Weapon Feat Entropic Blast, Psionic Smite (1/day) Commanding Presence (+1) Weapon Feat Greater Valor, Psionic Smite (2/day) Commanding Presence (+2) Weapon Feat Psionic Smite (3/day) Commanding Presence (+4) 97 PRESTIGE CLASSES ▪ Master of Flesh Lore of the Voiceless Ones Class Features The ancient, terrible, and powerful Voiceless Ones have All of the following are Class Features of the Master of Flesh prestige class. many forms of training that are specific to their race. Weapon and Armor Proficiency: A Master of Flesh The flesh of the creature moved and yielded under his gains no additional weapon or armor proficiency. touch as so much clay would under the lightest touch of the potter. The flesh of the finished creature was Powers Known: At every level indicated on the table, colored with inks and scars, forming psionic seals upon the character gains additional power points per day and its flesh; binding the creature to service. What was access to new powers as if she had also gained a level in whatever manifesting class she belonged to before once a man was now something less, but also more. she added the prestige class. She does not, however, Most folk on Onara who are learned associate flesh- gain any other benefit a character of that class would crafting and bio-technology with the Ssethregoran have gained (bonus feats, metapsionic or item creation Empire; however, the Voiceless Ones are similarly feats, psicrystal special abilities, and so on). This well-versed in the practice. The epitome of their craft essentially means that she adds the level of Master of is the Master of Flesh, a powerful psionic crafter Flesh (excluding the first, fourth, seventh, and tenth who is capable of molding flesh into new shapes and levels) to the level of whatever manifesting class the functions. The fleshcraft of the Voiceless Ones even character has, then determines power points per day, extends to the creation of living armor and the ability powers known, and manifester level accordingly. If a character had more than one manifesting to transfer the mind from one body to another. class before she became a Master of Flesh, she must A Master of Flesh requires significant amounts decide to which class she adds the new level of Master of space to perform his research and work. Typically of Flesh for the purpose of determining power points they will need a laboratory and workshop of at least per day, powers known, and manifester level. 1,000 square feet; however, more is optimal. Master of Flesh Scribe of Flesh (Ex): The Master of Flesh learns first how to bind psionic energies into the flesh of creatures. Furthermore, this training allows him to bind more potent energies into flesh that others can. Once per week, when the Master of Flesh is using the Scribe Tattoo feat, he may make a psionic tattoo of any power of up to 4th level. Furthermore, a Master of Flesh may scribe more than one tattoo each day, so long as the total cost of doing so does not exceed 1,000 gp. At 4th level, the Master of Flesh may scribe psionic tattoos with powers of up to 6th level; tattoos that he scribes that cost more than 1,000 gp require one day for each 1,000 gp of the cost of the tattoo. He may Class Skills such tattoos each week. The Master of Flesh’s class skills (and the key ability also create two th level, the Master of Flesh may scribe At 7 for each skill) are Appraise (Int), Concentration (Con), th Craft (any) (Int), Heal (Wis), Knowledge (All, taken psionic tattoos with powers of up to 8 level; he may now create three such tattoos each week. individually) (Int), and Psicraft (Int). Skill Points at Each Level: 4 + Int modifier. Hit Die: d6. Requirements To qualify to become a Master of Flesh, a character must fulfill all of the following criteria. Race: Voiceless One. Feats: Craft Universal Item, Scribe Tattoo. Skills: Craft (Flesh) 14 ranks, Knowledge (Science) 14 ranks, Psicraft 7 ranks. Manifesting: Able to manifest at least one metacreativity power and one psychometabolism power. Special: Must have access to an Artisan’s Workshop of at least 1,000 square feet. Table 4-26: Master of Flesh Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 98 Base Fort Attack Bonus Save +0 +0 +1 +0 +1 +1 +2 +1 +2 +1 +3 +2 +3 +2 +4 +2 +4 +3 +5 +3 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Special Scribe of Flesh (4th level; 1/week) Secrets of Flesh Self-Craft Scribe of Flesh (6th level; 2/week) Deep Secrets of Flesh Self-Craft Scribe of Flesh (8th level; 3/week) True Secrets of Flesh Self-Craft Mastery of Flesh Powers Known — +1 manifester level +1 manifester level — +1 manifester level +1 manifester level — +1 manifester level +1 manifester level — Mind Eater ▪ PRESTIGE CLASSES Secrets of Flesh (Ex): With a greater understanding Mind Eater of the properties of flesh and how to manipulate it, In the hidden cities of the Voiceless Ones are various a Master of Flesh of at least 2nd level receives a +4 pools and grottos that are inhabited by sages, savants, insight bonus to Craft (Flesh) checks. and the mind eaters. It is the latter that are most often avoided, for they grow fat and strange from the sheer Self-Craft (Su): The Master of Flesh learns how to quantity of brains that they consume to obtain their use powerful psionic seals to fortify a corporeal form. powers. Indeed, most Masters elect to apply these seals to their When necessary, such as when a new race own bodies. of creature is discovered, or a particularly important At 3rd level, the Master of Flesh may make a trail of information is lost, a Voiceless One will go DC 30 Craft (Flesh) check to inscribe his body with in supplication to a Mind Eater. There it will have to one of the three seals. Each of the three seals grants a pay a tribute of fresh brains and bring the brain of different physical ability score a +2 bonus. the new creature, or the creature that may have the Again at 6th and 9th levels, the Master of the needed knowledge. The Mind Eater can deliver what Flesh may make another Craft (Flesh) check, increasing information can be gleaned from the consumed brain. the DC by 5 each time. Each check that they succeed on allows them to create one of the remaining seals to While most Voiceless Ones will consume the occasional place on his body. brain, either for its knowledge, stored potential, or as a These checks may be retried, but only upon delicacy; there are those Voiceless Ones for whom the gaining a new level. The bonus granted by the seals is consumption of brains becomes a way of life. These an insight bonus. latter are the Mind Eaters. While the typical Mind Eater hungers for Deep Secrets of Flesh (Ex): As a Master of Flesh brain matter to consume, this consumption does not learns more, increasing his understanding of how the come without its benefits. A Mind Eater’s true strength physical form functions, he also learns secrets that link comes from learning how to extract more than just the psionics to his craftwork. residual power and knowledge of the consumed. When crafting psionic items that require the It is rare for a Voiceless One that does not use of flesh as a component or a canvas, his creation have levels in psion to take levels in the Mind Eater cost is reduced by 25%. class, but it is also known that the occasional Wilder undergoes the necessary training. True Secrets of Flesh (Ex): At 8th level, the Master of Flesh’s understanding of the medium is complete. Hit Die: d6. The reduction granted by the Deep Secrets of Flesh is Requirements increased to 50%. To qualify to become a Mind Eater, a character must fulfill all of the following criteria. Mastery of Flesh (Ex): A Master of Flesh who attains Race: Voiceless One. the pinnacle of his art can choose to define himself and Feats: Food for Thought, Taste for Knowledge. change his body to suit his whims and desires. Skills: Knowledge (Psionics) 15 ranks, Psicraft 15 The Master of Flesh’s creature type changes ranks. to Outsider; do not recalculate base attack bonus, hit Manifesting: Able to manifest clairsentience powers points, and saving throws. The Master of Flesh gains the of at least 6th level. Native subtype when on his home plane. He also gains Special: Must have consumed no fewer than 250 the Entropic subtype (if he does not already have it). brains. He does not gain the augmented subtype. Furthermore, the Master of Flesh is no longer considered to be a Class Skills member of his original race; all effects that specifically The Mind Eater’s class skills (and the key ability for affect creatures of that type do not affect the Master of each skill) are Appraise (Int), Concentration (Con), Flesh unless they also affect creatures of other races Craft (Int), Knowledge (All, taken individually) (Int), similarly. and Psicraft (Int). The Master of Flesh may, when he gains Skill Points at Each Level: 2 + Int modifier. this ability, select a number of skills equal to his Intelligence modifier; he gains a +4 insight bonus to Class Features the selected skills. The skills that are selected must All of the following are Class Features of the Mind be Strength-, Dexterity-, or Constitution-based. If the Eater prestige class. selected skill is trained only, then the Master of Flesh must still have at least one rank in the chosen skill to Weapon and Armor Proficiency: A Mind Eater gains use it; however, such a skill (trained or not) is still a no additional weapon or armor proficiency. valid selection for this ability. Once chosen, these skills cannot be changed. Powers Known: At every level indicated on the table, the character gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before 99 PRESTIGE CLASSES ▪ Mind Eater she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the level of Mind Eater (excluding the third, sixth, and ninth levels) to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly. If a character had more than one manifesting class before she became a Mind Eater, she must decide to which class she adds the new level of Mind Eater for the purpose of determining power points per day, powers known, and manifester level. Divination of the Mind (Su): Anytime a Mind Eater consumes a brain, they can use the power it contains to enhance their ability to foresee the future. The Mind Eater receives an enhancement bonus to manifester level equal to the Intelligence bonus of the consumed mind. This bonus only applies when manifesting clairsentience powers, and may not exceed the Mind Eater’s class level. The bonus lasts for one hour. Multiple uses of this ability do not stack; track each bonus individually as well as their durations. The highest applied bonus at any given time is used, reverting to lesser bonuses as they expire. Consumption of Memory (Su): Starting at 3rd level, the Mind Eater can consume and retain the memories from the brains that he eats. He can only retain the memories of one creature per class level, and he, like the creature whose brain he consumed, cannot always recall things from those memories. To recall anything from the memories, the Mind Eater makes a recall roll (1d20 plus class level plus Intelligence modifier). The Mind Eater may not “take 10” or “take 20” on this check, and no retry is allowed within a 24 hour period. Making a recall roll is a full-round action. The following entries detail the various suggested DCs for potential memories that are recalled. DC 10 – Routine Activities: Memories of things that the victim would have seen on a regular or highly frequent basis. This includes close family, the work place, places of worship, and so forth. DC 15 – Common Knowledge: Commonlyknown information that could be easily attained from similar victims by asking. Facts such as the general layout of the home town of the victim, the general distance and direction to nearby major towns and cities, who the local authority figures are, and widely known rumors and gossip. DC 20 – Intimate Knowledge: Secrets and other relatively obscure knowledge that would require effort to discover. This might include things like secret hiding areas, passwords, and obscure knowledge such as family trees for the nobility, the location of small hamlets, and such matters. DC 25 – Obscure Knowledge: Obscure or lost knowledge that would require significant effort to uncover. Things such as an old password, only heard once, or the taxation rate of an ancient kingdom would be covered by this level. Eating Talent: A Mind Eater can develop several unusual talents when it comes to the consumption of brains. At 5th, 7th and 9th levels the Mind Eater selects one ability from the list below; no ability can be taken more than once and once an ability is chosen it cannot be changed. Choice Manifestation (Ex): For one hour after you consume the mind of a creature, you receive one-third your class level (round down) as a competence bonus to the DC of all powers you manifest against creatures of the same race as that which you consumed. Dead Eyes (Ex): If you consume a brain that is less than 5 minutes old, then you can extract and piece together a coherent image in your mind of the last minutes of the creature’s life. You can see a complete picture, based on what the creature saw and heard, of the creature’s last minutes; the total duration of this image is 20 minutes per class level. Improved Food for Thought (Ex): When using the Food for Thought feat, you gain 20% more power points than normal (round down, minimum 1 extra). Table 4-27: The Mind Eater Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 100 Base Attack Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Special Divination of the Mind Consumption of Memory Eating Talent Eating Talent Eating Talent Consumption of Life Powers Known +1 manifester level +1 manifester level — +1 manifester level +1 manifester level — +1 manifester level +1 manifester level — +1 manifester level Skull Collector ▪ PRESTIGE CLASSES Taste of Expertise (Ex): For 5 minutes per class level after you consume a brain, you gain your Intelligence modifier as a Dodge bonus to Armor Class against attacks made by creatures of the same race. As a Dodge bonus, this bonus applies to touch attacks, but is lost if the Mind Eater is denied his Dexterity bonus to Armor Class. Thoughtful Critical (Ex): For 10 minutes after eating a brain, your critical threat range on attacks made against creatures of the same race is increased by 1. This increase is applied after all other modifiers to critical range; it applies to all attacks that the Mind Eater makes against creatures of the same race. Skull Collectors are usually rangers, druids, or other solitary Voiceless Ones who are drawn to the collecting of trophies. It is unusual for a Skull Collector to seek out training from another of its kind, since there is little to teach, beyond raw instinct. Hit Die: d10. Requirements To qualify to become a Skull Collector, a character must fulfill all of the following criteria. Race: Voiceless One. Base Attack Bonus: +10 Feats: Alertness, Track. Skills: Listen 10 ranks, Spot 10 ranks, Survival 6 ranks. Special: Must have killed, consumed the Consumption of Life (Ex): At brains of, and collected the skulls of six 10th level, the Mind Eater has sentient creatures. The slain creatures must learned the ultimate secret -- the have all been of at least the equivalent power ability to consume the soul and mind level to the player at the time they were slain of a creature and in doing so, extend (their Challenge Rating must have matched or their own life. If the Mind Eater consumes the mind of a creature exceeded the player’s own Challenge Rating). within 1 round of its death, it adds a number of years to its lifespan equal to the creature’s Intelligence modifier Class Skills The Skull Collector’s class skills (and the key ability (minimum 1 year gained). Extending its life in this manner does not for each skill) are Appraise (Int), Balance (Dex), remove or prevent the gaining of aging penalties. Those Climb (Str), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Geography) (Int), Knowledge still continue to accrue. A brain that is consumed in this fashion also (Local) (Int), Knowledge (Nature) (Int), Listen (Wis), irrevocably destroys the dead creature’s soul. Such Move Silently (Dex), Search (Int), Spot (Wis), Survival a slain creature can only be returned to life using (Wis), Use Psionic Device (Cha), and Use Rope extremely powerful magic, such as the reality revision (Dex). Skill Points at Each Level: 4 + Int modifier. power. Class Features It entered the city with a sure pace and stern, alien All of the following are Class Features of the Skull eyes. It walked with a proud step, knowing that none Collector prestige class. here would stand against its presence — regardless of its ethics, so opposed to the laws of the city. It carried Weapon and Armor Proficiency: A Skull Collector with it the skulls of its slain foes, strung about its person gains no additional weapon or armor proficiency. as trophies of its conquests. Its belt was a collection of human skulls slung about its hips, and even its writhing Intimidating Collection (Ex): A Skull Collector’s tentacles and fingers bore the adornment of tiny skulls. collection of skulls is frightening to most others. It was the dark hunter of all who dared stand against A Skull Collector receives a bonus on Intimidation checks equal to his class level. This bonus only applies its kind. when Intimidate is used against the Skull Collector’s There are those amongst the Voiceless Ones who relish Favored Enemies. solitude and desire to live their lives alone. These nd oddities usually turn to collecting skulls, both as a Favored Enemy (Ex): At 2 level, the Skull Collector gains a Favored Enemy that works exactly as the ranger means of power, but also a means of protection and fearability of the same name. At 6th and 10th level, the Skull mongering. Most creatures are wary of approaching a Voiceless One, but even better for them that they never Collector gains one more additional favored enemy. see one to begin with. Despite their solitude, a Skull Collector is Collector’s Prestige (Ex): The Skull Collector’s is growing to an aweafforded a position of honor and respect by others of amassed collection of skulls rd level, the Skull Collector inspiring size. Starting at 3 its kind; a sort of macabre recognition of its skills and gains a +1 bonus to Bluff, Diplomacy, Gather strengths. Information, Intimidate, and Sense Motive checks Skull Collector 101 PRESTIGE CLASSES ▪ Skull Collector Table 4-28: The Skull Collector Base Attack Fort Ref Will Level Bonus Save Save Save Special 1st +1 +2 +2 +0 Intimidating Collection 2nd +2 +3 +3 +0 Favored Enemy 3rd +3 +3 +3 +1 Collector’s Prestige 4th +4 +4 +4 +1 Dark Power (+1) 5th +5 +4 +4 +1 — 6th +6 +5 +5 +2 Favored Enemy 7th +7 +5 +5 +2 Dark Power (+2) 8th +8 +6 +6 +2 — 9th +9 +6 +6 +3 — 10th +10 +7 +7 +3 Frightful Presence, Favored Enemy, Dark Power (+3) made against Voiceless Ones. This bonus increases by +1 every two levels gained thereafter. Finally, the bonus increases a final time at 10th level, reaching a maximum of +5. Every society has their members who dwell within the darkness and exploit the innate fears that most creatures have of it. Amongst the Voiceless Ones, those who exhibit such tendencies undergo training as a Slayer in Silence. This cadre of warriors excels at using the darkness, either natural or of their own creation, as a tool during their combats. They are not mere assassins as most outside their cadres believe. Rather, they are elite guards and warriors instead. Every Slayer in Silence is a member of an organization within the Voiceless One’s society known as the Thread of Shadows. This organization is often tasked with removing undesirables, whether from within their society or individuals outside their society that are becoming troublesome. Little, if anything, is known of this society to any individual outside the Voiceless Ones themselves, and even amongst the Voiceless Ones little enough is known. Hit Die: d6. Requirements To qualify to become a Slayer in Silence, a character must fulfill all of the following criteria. Race: Voiceless One. Alignment: Any evil. Base Attack Bonus: +9 Feats: Improved Levitation. Skills: Hide 9 ranks, Move Silently 12 ranks. Special: Must have the ability to cast, manifest, or use plane shift. Must have sneak attack +2d6. Dark Power (Su): At 4th level, residual energy from the brains that the Skull Collector has eaten begins to strengthen his magical abilities. All psionic abilities (whether psi-like abilities, manifesting abilities, or supernatural abilities that are denoted as psionic in nature) gain a +1 bonus to their Difficulty Class (if there is a DC for the ability; otherwise there is no benefit to that ability). Class Skills At 7th and again at 10th level, this bonus The Slayer in Silence’s class skills (and the key ability increases by +1. for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disable Device (Int), Escape Frightful Presence (Su): A 10th-level Skull Collector Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), exudes dark power, and he now gains the Frightful Move Silently (Dex), Pick Lock (Dex), Search (Int), Presence special attack, as described in Core Rulebook Sense Motive (Wis), Spot (Wis), Tumble (Dex), Use III. The save DC for this attack is 13 + half the Psionic Device (Cha), and Use Rope (Dex). Voiceless One’s Hit Dice + Charisma modifier. This is Skill Points at Each Level: 4 + Int modifier. a preternatural psionic, mind-affecting fear effect. The benefits of the Dark Power ability are already applied Class Features to the above saving throw. All of the following are Class Features of the Slayer in Silence prestige class. Slayer in Silence Talaius val’Virdan shivered in the cold pre-dawn air. The last watch was always the worst, and as the youngest he was usually delegated to stand watch then. His thoughts wandered to thinking of his wife waiting for him at home. How little she knew of what it was that he and his brothers sought out here in the Corlathian Mountains. Graxx watched from the shadows, laughing silently at the young fool who stood watch. Still laughing, Graxx set about to move closer. Today he would feed upon these foolish men who would dare to try hunting him. How little they knew of what they hunted; none who were wise would dare to hunt a Slayer in Silence; an ordained killer of the Voiceless Ones. 102 Weapon and Armor Proficiency: A Slayer in Silence gains proficiency with simple and martial weapons, except with two-handed weapons. The Slayer in Silence also gains proficiency with light and medium armor and shields (excluding tower shields). Sneak Attack (Ex): Starting at 1st level, the Slayer in Silence gains the sneak attack ability of the Rogue class. He gains +1d6 sneak attack damage at 1st level, increasing by +1d6 for each two levels thereafter, reaching a maximum of +5d6 at 9th level. This ability stacks with other sources of sneak attack. Darkness of Being (Su): An alchemical paste whose recipe is a closely guarded secret of the Thread of Silence is applied over a period of several months to the skin of the Slayer in Silence. This paste renders Slayer in Silence ▪ PRESTIGE CLASSES their skin a dark blue-black, and even tints their eyes a similar color. This, combined with the natural psionic abilities of a Voiceless One, grants the Slayer in Silence a +4 enhancement bonus to Hide checks and a +2 enhancement bonus to Move Silently checks. spell. The DC to resist that part of the effect is 10 + the Slayer in Silence’s class level + the Slayer in Silence’s Charisma modifier. The slow effect is applied against all creatures within the deeper darkness effect. Creatures that later enter the deeper darkness effect are subject upon entering to the slow effect. This ability is a preternatural psionic effect; the slow portion of this ability is the only part affected by the saving throw, and only a preternaturally psionic haste effect can counter the slow effect. This effect ends immediately if the Ally of Darkness effect is ended. Ally of Darkness (Su): A Slayer in Silence who has reached 2nd level gains the ability to summon darkness to himself. Once per day, per two class levels, as a standard action, the Slayer in Silence may use this ability to duplicate the deeper darkness spell. The duration of this effect is 10 minutes (unlike the normal duration of the spell). This ability is a preternatural psionic effect, Ally of Silence (Su): Starting at 6th level, a although a [light] spell of sufficient level can still Slayer in Silence gains the ability to summon counter the effects of this ability. a field of silence around himself. Once per day, per two class levels, as a move action, the Slayer in Silence Deep Eye (Ex): A Slayer in Silence learns to see may use this ability to duplicate the silence spell. The with greater acuity through darkness. At 3rd level, the duration of this effect is 10 minutes (unlike the normal range of any darkvision he has is extended by 30 feet. duration of the spell). This ability is a preternatural Alternatively, if the Slayer in Silence has no darkvision, psionic effect. then he gains darkvision with a range of 30 feet. Regardless of the above situation, the Slayer in Silence Clinging Darkness (Su): At 7th level, the Slayer in can see through magical, psionic, or preternatural Silence gains an additional use of his Cloying Darkness darkness effects to a range of 30 feet; beyond that range ability. Furthermore, all the numeric penalties of the the normal effects take precedence. slow effect are doubled (the only part of the slow effect that is not doubled is the reduction in the number of Shadow Movement (Ex): While a Slayer in Silence attacks an affected creature receives). This effect ends of 4th level or higher is within an area of shadowy immediately if the Ally of Darkness effect is ended. illumination, or no illumination at all, and while levitating, he can move horizontally at half-speed. Shadow Fingers (Su): An 8th level and higher Slayer in Silence can, as a one-round action, trigger both a use Cloying Darkness (Su): Once per day, when a Slayer of Ally of Darkness (possibly combined with Cloying in Silence of at least 5th level uses his Ally of Darkness Darkness and Clinging Darkness at his desire) and this ability, the deeper darkness effect is combined with the ability. When that is done, a black tentacles effect is effects of a slow spell. The latter effects can be resisted created in the center of the Ally of Darkness effect. The with a successful saving throw, as indicated in the black tentacles only remain for 10 rounds, and disappear immediately if the Ally of Darkness effect is ended. Table 4-29: The Slayer in Silence The one-round action required to use this Base ability includes the time spent to activate the Ally of Attack Fort Ref Will Darkness ability. At 10th level, a Slayer in Silence may Level Bonus Save Save Save Special use this ability twice each day. A Slayer in Silence is 1st +0 +0 +2 +0 Sneak Attack +1d6, unaffected by his own Shadow Fingers effects. 2nd 3rd +1 +2 +0 +1 +3 +3 +0 +1 4th 5th +3 +3 +1 +1 +4 +4 +1 +1 6th 7th +4 +5 +2 +2 +5 +5 +2 +2 8th 9th 10th +6 +6 +7 +2 +3 +3 +6 +6 +7 +2 +3 +3 Darkness of Being Ally of Darkness Sneak Attack +2d6, Deep Eye Shadow Movement Sneak Attack +3d6, Cloying Darkness Ally of Silence Sneak Attack +4d6, Clinging Darkness Shadow Fingers (1/day) Sneak Attack +5d6 Shadows Consume, Shadow Fingers (2/day) Shadows Consume (Su): The pinnacle of the Thread of Silence’s craft is the power to allow created shadow stuff to consume the soul of creatures that are killed. Any creature whose brain is consumed by the Slayer in Silence and whose body is consigned to Shadow Fingers has its soul irrevocably destroyed. It takes the Shadow Fingers one entire round to devour the soul, and doing so ends the Shadow Fingers effect. The body and soul of a creature so consumed have been destroyed by a powerful preternaturally psionic effect; a wish or miracle spell is required to be cast to restore both the body and the soul and in both cases the spell only has a 50% chance of success. 103 PRESTIGE CLASSES ▪ Thrallherd Thrallherd We were going to enter one of the ruined structures, but Xarga bid us wait while he sent his thralls ahead to ensure it was safe. Xarga is an unusual one, followed as he is by dozens of slaves, all beholden to his every whim. - Except from Tandraleth’s Journal, 876 I.C., Plane #73-5 Amongst the Voiceless Ones are those individuals whose force of personality is such that they find themselves natural leaders. Some of these individuals take this matter further, and use their powers of persuasion, psionic and non-psionic together, to attract ever greater numbers of absolutely loyal followers. It is these latter individuals who become Thrallherds. Most Thrallherd Voiceless Ones are secretive leaders of organizations, usually operating from secrecy and using their thralls as a means of creating change, as they desire or see the need to do so. Hit Die: d4. Requirements To qualify to become a Thrallherd, a character must fulfill all of the following criteria. Race: Voiceless One, or Obnu-il. Skills: Diplomacy 4 ranks, Knowledge (psionics) 8 ranks. Feat: Inquisitor. Psionics: Manifester level 5th and able to manifest mindlink. Class Skills The Thrallherd’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (any) (Int), Diplomacy (Cha), Knowledge (psionics), Psicraft (Int), and Sense Motive (Wis). Skill Points at Each Level: 2 + Int modifier. Class Features All of the following are class features of the Thrallherd prestige class. Weapon and Armor Proficiency: Thrallherds gain no proficiency with any weapon or armor. Powers Known: At every level from 2nd through 9th, a Thrallherd gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the level of Thrallherd to the level of whatever manifesting class the character has, and then determines power points per day, powers known, and manifester level accordingly. 104 If a character had more than one manifesting class before she became a Thrallherd, she must decide to which class she adds the new level of Thrallherd for the purpose of determining power points per day, powers known, and manifester level. Thrallherd (Ex): A Thrallherd who has just entered the class sends out a subtle psychic call for servants and that call is answered. Essentially, the character gains something akin to the Leadership feat, but with some important differences. Those who answer a Thrallherd’s call are not referred to as cohorts and followers, but rather as thralls and believers, respectively. They do not appear because they admire the character and want to serve her, but because a hidden psychic resonance connects the Thrallherd and her servants. As with the Leadership feat, a Thrallherd has a Leadership score that determines the highest-level thrall and believers she can attract. A Thrallherd’s Leadership score is equal to her character level + her Cha modifier + her Thrallherd level. (Note that her Thrallherd level is counted twice.) This score is not affected by any of the modifiers mentioned in the Leadership feat. As with the Leadership feat, the called thrall’s level is limited, even if the character’s Leadership score would indicate a higher-level thrall. Unlike with the Leadership feat, the level limit of a thrall is equal to the character’s total level minus 1 (not level minus 2, as is true for cohorts). Thrallherd ▪ PRESTIGE CLASSES A Thrallherd cannot take the Leadership feat; if the character already has it, the feat is lost and replaced by this ability; those who were previously cohorts and followers go their separate ways, and those who are more mentally pliable show up later to take up roles as thralls and believers. A Thrallherd’s first thrall and believers arrive within 24 hours of her entry into this class; likewise, lost thralls and believers are replaced within 24 hours. Use the following table instead of the one with the Leadership feat to determine the level of a Thrallherd’s thrall and the number of believers of various levels a Thrallherd can attract. Leadership Thrall Score Level 1 or lower 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 or higher — 1st 2nd 3rd 3rd 4th 5th 5th 6th 7th 7th 8th 9th 10th 10th 11th 12th 12th 13th 14th 15th 15th 16th 17th 17th -Number of Believers by Level 1st 2nd 3rd 4th 5th 6th — — — — — — — — — — — — — — — — — — — — — — — — — — — — — — — — — — — — — — — — — — — — — — — — — — — — — — 5 — — — — — 6 — — — — — 8 — — — — — 10 1 — — — — 15 1 — — — — 20 2 1 — — — 25 2 1 — — — 30 3 1 1 — — 35 3 1 1 — — 40 4 2 1 1 — 50 5 3 2 1 — 60 6 3 2 1 1 75 7 4 2 2 1 90 9 5 3 2 1 110 11 6 3 2 1 135 13 7 4 2 2 Psionic Charm (Ex): At 3rd level, a Thrallherd adds psionic charm to her powers known (if she doesn’t already know it). Once per day, she can manifest psionic charm at a reduced power point cost. The cost of psionic charm is reduced by the Thrallherd’s level, to a minimum of 1 power point. The effect of this power is still restricted by the Thrallherd’s manifester level. Psionic Dominate (Ex): At 5th level, a Thrallherd adds psionic dominate to her powers known (if she doesn’t already know it). Once per day, she can manifest psionic dominate at a reduced power point cost. The cost of psionic dominate is reduced by the Thrallherd’s level, to a minimum of 1 power point. The effect of this power is still restricted by the Thrallherd’s manifester level. Greater Dominate (Ex): At 7th level and higher, a Thrallherd does not have to pay 2 additional power points when she augments psionic dominate to affect animals, fey, giants, magical beasts, and monstrous humanoids. This reduced point cost does not increase the save DC of the power as if she had spent the additional power points. Superior Dominate (Ex): At 9th level, a Thrallherd does not have to pay 4 additional power points when she augments psionic dominate to affect aberrations, dragons, elementals, and outsiders (in addition to the creature types mentioned in the greater dominate ability). This reduced point cost does not increase the save DC of the power as if she had spent the additional power points. Twofold Master (Ex): At 10th level, a Thrallherd can add a second thrall to her herd. This second thrall’s maximum level is equal to the Thrallherd’s level minus 2, even if her Leadership score would indicate a higherlevel thrall. Table 4-30: The Thrallherd Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Ref Will Save Save Special +0 +2 Thrallherd +0 +3 — +1 +3 Psionic charm +1 +4 — +1 +4 Psionic dominate +2 +5 — +2 +5 Greater dominate +2 +6 — +3 +6 Superior dominate +3 +7 Twofold master Powers Known — +1 level of existing manifesting class +1 level of existing manifesting class +1 level of existing manifesting class +1 level of existing manifesting class +1 level of existing manifesting class +1 level of existing manifesting class +1 level of existing manifesting class +1 level of existing manifesting class — 105 PRESTIGE CLASSES ▪ Vengeful One Vengeful One In darkness they traveled; in darkness they were ready. The divinations spoke of the Ssethregoran encampments, and none of these foul scaled intruders would return to see the light of day or their homes. As they struck, psychic shockwaves drew forth cloying darkness to surround themselves and their weapons. The Ssethregorans were trapped, but not entirely unprepared. Two of the attackers were felled by deadly poisoned arrows, yet, the Ssethregoran attack withered beneath the incessant psychic blasts. The attacks sent the Ssethregorans reeling, their magic countered and rendered useless by the dreadful psionics of the attackers; psionic powered by their hatred for these dark lizards. The ancient one-time war between the Ssethregorans and the Voiceless Ones bred a deep and abiding hatred on both sides. However, while the Ssethregorans may be long lived, they are not as long lived as the Voiceless Ones. The fury of the Ssethregorans has dimmed, while that of the Voiceless Ones has carried on unabated, and if anything it has been strengthened by the ensuing millennia. It is not uncommon for Voiceless Ones to be specifically recruited to join the ranks of the Vengeful Ones, and not many join willingly. Indeed, that rebellion is often a desired trait, for it can be channeled into a hatred for the Ssethregorans. Most Vengeful Ones are drawn from the ranks of psions, wilders or mist wanderers; however, it is not unknown for particularly driven psychic warriors to also seek out the training offered to a Vengeful One. Most Vengeful Ones also have a modicum of training in the ranger class, but that is not necessary; although many Vengeful Ones find it to be a useful combination of skills. Skills: Psicraft 10 ranks, Spot 10 ranks, Survival 10 ranks. Manifesting: Able to manifest at least two 2nd level powers. Special: Must have fought and destroyed at least three Ssanu. Class Skills The Vengeful One’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Knowledge (All, taken individually) (Int), Listen (Wis), Move Silently (Dex), Psicraft (Int), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Survival (Wis). Skill Points at Each Level: 3 + Int modifier. Class Features All of the following are Class Features of the Vengeful One prestige class. Weapon and Armor Proficiency: A Vengeful One gains proficiency with all simple and martial weapons, as well as gaining proficiency with light armor, bucklers, and light shields. A Vengeful One does not lose any previously gained weapon and armor proficiency. Powers Known: At every level indicated on the table, the character gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the level of Vengeful One (excluding the 3rd and 8th levels) to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly. Hit Die: d6. If a character had more than one manifesting class Requirements To qualify to become a Vengeful One, a character must before she became a Vengeful One, she must decide to which class she adds the new level of Vengeful One fulfill all of the following criteria. for the purpose of determining power points per day, Race: Voiceless One. Feats: Alertness, Blind-Fight, Improved Initiative, powers known, and manifester level. Power Penetration, Track. Table 4-31: The Vengeful One Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 106 Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6 +6 +7 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Special Favored Enemy (Ssethric) Poison Resistance (+1) Improved Penetration, Blindsight (15 ft.) Power of Hatred, Poison Resistance (+2) Blindsight (30 ft.) Poison Resistance (+3) Smite of Hatred (1/day), Blindsight (45 ft.) Poison Resistance (+4) Blindsight (60 ft.) Poison Immunity, Poison Resistance (+5), Smite of Hatred (2/day) Powers Known +1 manifester level +1 manifester level — +1 manifester level +1 manifester level +1 manifester level +1 manifester level — +1 manifester level +1 manifester level Vengeful One ▪ PRESTIGE CLASSES Favored Enemy (Ex): At 1st level, the Vengeful One gains all Ssethric creatures as a favored enemy. This ability functions identically to the ranger ability of the same name, except that it applies to all creatures with the Ssethric subtype. Power of Hatred (Ex): Vengeful Ones live for the annihilation of the Ssethric. A 4th level and higher Vengeful One receives a +2 bonus to the DC of all spells, powers, and special abilities that they use against Ssethric creatures. If the Vengeful One already has a favored enemy, then gaining this ability is treated the same as if he had gained it through the ranger class (thus increasing the granted bonuses as determined by the Vengeful One). Smite of Hatred (Su): Starting at 7th level, the Vengeful One can channel his hatred through his psionic powers. Once per day, when manifesting a power that is targeting a Ssethric creature, the Vengeful One may either raise the DC for the power by 2 (this bonus stacks with that from Power of Hatred) or may increase the damage done by the power by +1 per dice of damage. This latter bonus may only be used on powers that deal hit point damage. At 10th level, the Vengeful One may use this ability twice per day. This is a preternatural psionic ability. No feat can grant additional uses of this smite attack. If the Vengeful One already had Favored Enemy (Ssethric) then the bonus for that ability is increased by +3. Poison Resistance (Ex): Repeated exposure, both accidental and purposeful, to the powerful toxins of the Ssethregorans grants the Vengeful One a resistance to such toxins. This resistance continues to build over time as the exposure continues. Poison Immunity (Ex): At 10th level, the Vengeful At 2nd level, when this ability is gained, the Vengeful One gains immunity to all natural poisons. Supernatural One receives a +1 bonus to all saves against poisons poisons can affect the Vengeful One, but the damage (both natural and supernatural). This bonus increases they deal is halved (round up). by +1 for each two levels to a maximum of +5 at 10th level. Improved Penetration (Ex): At 3rd level, the Vengeful One receives the Improved Power Penetration feat as a bonus feat. Blindsight (Ex): Beginning at 3rd level, the Vengeful One learns to use its senses in ways that most Voiceless Ones and other creatures cannot. The Vengeful One gains blindsight with a range of 15 feet. Blindsight renders invisibility, darkness, and most kinds of concealment irrelevant, though the Vengeful One must still have line of effect to a creature or object to discern that creature or object. The Vengeful One does not normally have to make Listen or Spot checks to detect creatures within the range of its blindsight ability. A Vengeful One’s blindsight is continuously active. Every two levels beyond 3rd level, the range of the Vengeful One’s blindsight increases by 15 feet to a maximum of 60 feet at 9th level. 107 POWER LISTS ▪ Mist Wanderer Chapter Five: Power Lists An appearing at the end of a power’s name in the Mist Wanderer power lists denotes an augmentable power. An X denotes 1st-Level Powers a power with an XP component paid by the manifester. AttractionA: Subject has an attraction you specify. An R denotes a power that is restricted in Living BoltA: You create a few enhanced short-lived bolts, Arcanis. arrows, or bullets. CatfallA: Instantly save yourself from a fall. Power Chains: Some powers reference other powers Claws of the BeastA: Your hands become deadly claws. that they are based upon. Only information in a power Conceal Thoughts: You conceal your motives. later in the power chain that is different from the base Create Sound: Create the sound you desire. power is covered in the power being described. Header DecelerationA: Target’s speed is halved. entries and other information that are the same as the Detect Psionics: You detect the presence of psionics. base power are not repeated. The same holds true for Dissipating TouchA: Touch deals 1d6 damage. powers that are the equivalents of spells; only the way Distract: Target gets –4 bonus on Listen, Search, Sense Motive, and Spot checks. the power varies from the spell is noted, such as power EmpathyA: You know the subject’s surface emotions. point cost. Enhanced Perceptions: Gain low-light vision, +2 bonus on Search and Spot checks, and notice secret doors. Order of Presentation: In the power lists and the power Far HandA: Move small objects at a limited distance. descriptions that follow in the next chapter, the powers A: Buoy yourself in water or other liquid. Float are presented in alphabetical order by name—except for A those belonging to certain power chains and those that Force Screen : Invisible disc provides +4 shield bonus to AC. are psionic equivalents of spells. When a power’s name HammerA: Melee touch attack deals 1d8/round. begins with “lesser,” “greater,” “mass,” or a similar kind Mental StaticA: Render creatures into a state of of qualifier, the power description is alphabetized under incomprehension (as if asleep). the second word of the power description instead. When MissiveA: Send a one-way telepathic message to subject. the effect of a power is essentially the same as that of a Sense LinkA: You sense what the subject senses (single spell, the power’s name is simply “Psionic” followed by sense). the name of the spell, and it is alphabetized according to Skate: Subject slides skillfully along the ground. the spell name. Telempathic Projection: Alter the subject’s mood. VigorA: Gain 5 temporary hit points. Manifester Level: A power’s effect often depends on the manifester level, which is the manifester’s psionic 2nd-Level Powers class level. A creature with no classes has a manifester AffixA: You bind a target into place. level equal to its Hit Dice unless otherwise specified. Body AdjustmentA: Heal 1d12 damage. The word “level” in the power lists always refers to Body Equilibrium: You can walk on nonsolid surfaces. manifester level. Chameleon: Gain +10 enhancement bonus on Hide checks. Creatures and Characters: “Creatures” and “characters” Cloud Mind: You erase knowledge of your presence from are used synonymously in the power descriptions. target’s mind. Concealing Amorpha: Quasi-real membrane grants you Augment: Many powers vary in strength depending concealment. on how many power points you put into them. The Dissolving WeaponA: Your weapon deals 4d6 acid damage. more power points you spend, the more powerful the manifestation. However, you can spend only a total Energy PushA: Deal 2d6 damage and knock subject back. number of points on a power equal to your manifester level, unless you have an ability that increases your Energy Resistance, SpecifiedA: Gain resistance 10 against one energy type. effective manifester level. Many powers can be augmented in more than Feat LeechA: Borrow another’s psionic or metapsionic feats. one way. When the Augment section contains numbered A paragraphs, you need to spend power points separately Inflict Pain : Telepathic stab gives your foe –4 on attack rolls, or –2 if he makes the save. for each of the numbered options. When a paragraph Levitate, Psionic: You move up and down, forward and in the Augment section begins with “In addition,” you back via mental support. gain the indicated benefit according to how many power A points you have already decided to spend on manifesting Mental Disruption : Daze creatures within 10 feet for 1 round. the power. Sense Link, Forced: Sense what subject senses. Sustenance: Go without food and water for one day. Wall Walker: Grants ability to walk on walls and ceilings. A 108 Egoist ▪ POWER LISTS 3rd-Level Powers Armored FormA: You harden your flesh with stone. Bestow PowerA: Subject receives 2 power points. Darkvision, Psionic: See 60 feet in total darkness. Dimension SlideA: Teleports you very short distance. Dismiss Ectoplasm: Dissipates ectoplasmic targets and effects. Ectoplasmic Form: You gain benefits of being insubstantial and can fly slowly. Escape Detection: You become difficult to detect with clairsentience powers. Exhalation of NerothA: Your acid breath deals 3d6 damage to a close target. Keen Edge, Psionic: Doubles normal weapon’s threat range. Mental BarrierA: Gain +4 deflection bonus to AC until your next action. Psionic BlastA: Stun creatures in 30-foot cone for 1 round. Ubiquitous Vision: You have all-around vision. 9th-Affinity Field: Effects that affect you also affect others. Kineticist 4th-Level Powers Arcane MasqueradeA: Mimic the effects of an arcane spell. CatapsiA: Psychic static inhibits power manifestation. Concealing Amorpha, Greater: Quasi-real membrane grants you total concealment. Dispel PsionicsA: Cancels psionic powers and effects. Energy ResistanceA: Your body converts energy to harmless light. Errant StrikeR: You bond entropic energy to a weapon, making it strike harder. Freedom of Movement, Psionic: You cannot be held or otherwise rendered immobile. Mind Probe: You discover the subject’s secret thoughts. Power Leech: Drain 1d6 power points/round while you maintain concentration; you gain 1/round. Psion-Disciplines 1st-Control Object: Telekinetically animate a small object. 2nd-Control AirA: You have control over wind speed and direction. Energy MissileA: Deal 3d6 energy damage to up to five subjects. 3rd-Energy ConeA: Deal 5d6 energy damage in a 60-foot cone. 4th-Control BodyA: Take rudimentary control of your foe’s limbs. Energy BallA: Deal 7d6 energy damage in a 20-foot radius. Inertial BarrierA: Gain DR 5/–. 5th-Energy CurrentA: Deal 9d6 damage to one foe and half to another foe as long as you concentrate. Fiery DiscorporationA: Cheat death by discorporating into nearby fire for one day. 6th-Dispelling Buffer: Subject is buffered from one dispel psionics effect. Entropic BurstA: You create a burst of entropic damage that deals 6d4 damage, and possibly stuns. Null Psionics Field: Create a field where psionic power does not function. 7th-Fiery Discorporation, GreaterA: Cheat death by discorporating into nearby fire for one day, but also unleash a blast of fire dealing 6d6 damage. Reddopsi: Powers targeting you rebound on manifester. 8th-Entropic LeechA: You fill an area with entropy, dealing 15d6 damage. Telekinetic Sphere, Psionic: Mobile force globe encapsulates creature and moves it. 9th-Tornado BlastA: Vortex of air subjects your foes to 17d6 damage and moves them. Egoist Nomad 1st-Thicken SkinA: Gain +1 enhancement bonus to your natural armor. 2nd-Animal AffinityA: Gain +4 enhancement to one ability. Chameleon: Gain +10 enhancement bonus on Hide checks. Empathic TransferA: Transfer another’s wounds to yourself. 3rd-Ectoplasmic Form: You gain benefits of being insubstantial and can fly slowly. SprintA: Instantly gain a significant speed boost. 4th-Energy ResistanceA: Your body converts energy to harmless light. Psychic Vampire: Touch attack drains 2 power points/ level from foe. 5th-Psychofeedback: Boost Strength, Dexterity, or Constitution at the expense of one or more other scores. Raise Dead, Psionic: Return the dead to life. Restore Extremity: Return a lost digit, limb, or other appendage to subject. 6th-Restoration, Psionic: Restores level and ability score drains. 7th-Bestial FormA: Partially change into a beast. 8th-FusionX: You combine your abilities and form with another. 1st-Burst: Gain +10 feet to speed this round. Detect TeleportationA: Know when teleportation powers are used in close range. 2nd-Dimension SwapA: You and ally or two allies switch positions. Levitate, Psionic: Subject moves up and down, forward and back, at your direction. 3rd-Fly, Psionic: You fly at a speed of 60 feet. 4th-Chosen DefenderA: You interpose yourself in front of an attack against an ally. Dimensional Anchor, Psionic: Bars extra dimensional movement. Dismissal, Psionic: Forces a creature to return to its native plane. 5th-Baleful TeleportA: Destructive teleport deals 9d6 damage. Teleport, Psionic: Instantly transports you as far as 100 miles/level. Teleport Trigger: Predetermined event triggers teleport. 6th-Banishment, PsionicA: Banishes extraplanar creatures. 7th-Dream TravelA: Travel to other places through dreams. 109 POWER LISTS ▪ Seer Ethereal Jaunt, Psionic: Become ethereal for 1 round/ 9th-Assimilate: Incorporate creature into your own level. body. 8th-Teleport, Psionic Greater: As psionic teleport, but no range limit and no off-target arrival. Time Hop, MassA: Willing subjects hop forward in Telepath time. 1st-Charm, PsionicA: Makes one person your friend. 9th-Teleportation Circle, Psionic: Circle teleports any MindlinkA: You forge a limited mental bond with creatures inside to designated spot. another creature. Time RegressionX: Relive the last round. 2nd-AversionA: Subject has aversion you specify. Brain LockA: Subject cannot move or take any mental actions. Seer Read Thoughts: Detect surface thoughts of creatures 1st-Destiny Dissonance: Your dissonant touch sickens in range. a foe. Suggestion, Psionic: Compels subject to follow stated Precognition: Gain +2 insight bonus to one roll. course of action. 2nd-Clairvoyant Sense: See and hear a distant location. A Object ReadingA: Learn details about an object’s previous 3rd-Crisis of Breath : Disrupt subject’s breathing. Empathic Transfer, HostileA: Your touch transfers owner. your hurt to another. Sensitivity to Psychic Impressions: You can find out False Sensory InputA: Subject sees what isn’t there. about an area’s past. A 3rd-Escape Detection: You become difficult to detect 4th-Dominate, Psionic : Control target telepathically. A: Borrow knowledge of a subject’s Mindlink, Thieving with clairsentience powers. power. Fate LinkA: You link the fates of two targets. Modify Memory, Psionic: Changes 5 minutes of 4th-Anchored NavigationA: Establish a mishap-free subject’s memories. teleport beacon. A Remote ViewingX: See, hear, and potentially interact with 5th-Metaconcert : Mental concert of two or more increases the total power of the participants. subjects at a distance. Mind Probe: You discover the subject’s secret 5th-Clairtangent Hand: Emulate far hand at a distance. thoughts. Second Chance: Gain a reroll. A X 6th-Precognition, Greater: Gain +4 insight bonus to 6th-Mind Switch , : You switch minds with another. A: Stop subject’s heart. 7th-Crisis of Life one roll. 8th-Mind Blank, Psionic: Subject immune to mental/ 7th-Fate of One: Reroll any roll you just failed. emotional effects, scrying, and remote viewing. 8th-Hypercognition: You can deduce almost anything. X 9th-MetafacultyX: You learn details about any one 9th-Psychic Chirurgery : You repair psychic damage. creature. Reality RevisionX R: Break the laws of reality. Psion/Wilder 1st-Level Powers AttractionA: Subject has an attraction you specify. Shaper A A 1st-Astral Construct : Creates astral construct to fight Bolt : You create a few enhanced short-lived bolts, arrows, or bullets. for you. Metaphysical ArmorA: Imbue armor or a shield with a Call to Mind: Gain additional Knowledge check with +4 competence bonus. +1 or better enhancement bonus. A Minor Creation, Psionic: Creates one cloth or wood Catfall : Instantly save yourself from a fall. Conceal Thoughts: You conceal your motives. object. A 2nd-Psionic Repair Damage: Repairs construct of 3d8 Control Flames : Take control of nearby open flame. Control Light: Adjust ambient light levels. hit points +1 hp/level. A Create Sound: Create the sound you desire. Pyroplasmic Aura : Craft a protective aura of Crystal ShardA: Ranged touch attack for 1d6 points of superheated gas. piercing damage. 3rd-Concealing Amorpha, Greater: Quasi-real Daze, PsionicA: Humanoid creature of 4 HD or less loses membrane grants you total concealment. next action. Ectoplasmic CocoonA: You encapsulate a foe so it A: Target’s speed is halved. Deceleration can’t move. A 4th-QuintessenceR: You collapse a bit of time into a Déjà Vu : Your target repeats his last action. DemoralizeA: Enemies become shaken. physical substance. A Wall of Shards : You form an immobile wall of Detect Psionics: You detect the presence of psionics. DisableA: Subjects incorrectly believe they are disabled. crystals. A 5th-Hail of Crystals : A crystal explodes in an area, Discern Written Intent: You can read and understand text. dealing 9d4 slashing damage. Dissipating TouchA: Touch deals 1d6 damage. 6th-Crystallize: Turn subject permanently to crystal. 7th-Ectoplasmic Cocoon, Mass: You encapsulate all foes Distract: Target gets –4 bonus on Listen, Search, Sense Motive, and Spot checks. in a 20-foot radius. A 8th-Astral Seed: You plant the seed of your rebirth from Ecto Protection : An astral construct gains bonus against dismiss ectoplasm. the Astral Plane. A Wall of Entropy: You create a wall of roiling entropic Empathy : You know the subject’s surface emotions. energy. 110 Psion/Wilder ▪ POWER LISTS Empty MindA: Gain +2 on Will saves until your next action. Energy RayA: Deal 1d6 energy (cold, electricity, fire, or sonic) damage. Entangling Ectoplasm: You entangle a foe in sticky goo. Far HandA: Move small objects at a limited distance. FloatA: Buoy yourself in water or other liquid. Force ScreenA: Invisible disc provides +4 shield bonus to AC. Grease, Psionic: Makes a 10-foot square or one object slippery. HammerA: Melee touch attack deals 1d8/round. Inertial ArmorA: Tangible field of force provides you with +4 armor bonus to AC. Know Direction and Location: You discover where you are and what direction you face. Matter Agitation: You heat a creature or object. Mental StaticA: Render creatures into a state of incomprehension (as if asleep). Mind ThrustA: Deal 1d10 damage. MissiveA: Send a one-way telepathic message to subject. My LightA: Your eyes emit a 20-foot cone of light. Precognition, DefensiveA: Gain +1 insight bonus to AC and saving throws. Precognitionion, OffensiveA: Gain +1 insight bonus on your attack rolls. Prescience, OffensiveA: Gain +2 insight bonus on your damage rolls. Sense LinkA: You sense what the subject senses (single sense). Skate: Subject slides skillfully along the ground. Strength LeechA: Reduce the Strength of the target. Synesthete: You receive one kind of sense when another sense is stimulated. Telempathic Projection: Alter the subject’s mood. VigorA: Gain 5 temporary hit points. 2nd-Level Powers AffixA: You bind a target into place. Arcane ShieldA: You gain a resistance bonus to saves against spells only. Bestow PowerA: Subject receives 2 power points. BiofeedbackA: Gain damage reduction 2/–. Body Equilibrium: You can walk on nonsolid surfaces. Cloud Mind: You erase knowledge of your presence from target’s mind. Concealing Amorpha: Quasi-real membrane grants you concealment. Concussion BlastA: Deal 1d6 force damage to target. Control Sound: Create very specific sounds. Detect Hostile Intent: You can detect hostile creatures within 30 feet of you. Ego BlockA: Inflict a 1d6+3 point penalty to Cha and daze for 1 round. Energy PushA: Deal 2d6 damage and knock subject back. Energy Resistance, SpecifiedA: Gain resistance 10 against one energy type. Energy StunA: Deal 1d6 damage and stun target if it fails both saves. Enhanced Perceptions: Gain low-light vision, +2 bonus on Search and Spot checks, and notice secret doors. Feat LeechA: Borrow another’s psionic or metapsionic feats. Id InsinuationA: Swift tendrils of thought disrupt and confuse your target. Identify, Psionic: Learn the properties of a psionic item. Inflict PainA: Telepathic stab gives your foe –4 on attack rolls, or –2 if he makes the save. Knock, Psionic: Opens locked or psionically sealed door. Levitate, Psionic: You move up and down, forward and back via mental support. Mental DisruptionA: Daze creatures within 10 feet for 1 round. Missive, MassA: You send a one-way telepathic message to an area. Psionic Lock: Secure a door, chest, or portal. Recall AgonyA: Foe takes 2d6 damage. Sense Link, Forced: Sense what subject senses. Share Pain: Willing subject takes some of your damage. Sustenance: Go without food and water for one day. Swarm of CrystalsA: Crystal shards are sprayed forth doing 3d4 slashing damage. Thought ShieldA: Gain PR 13 against mind-affecting powers. Tongues, Psionic: You can communicate with intelligent creatures. 3rd-Level Powers Arcane Resilience: Gain SR against spells only. Armored FormA: You harden your flesh with stone. Body AdjustmentA: You heal 1d12 damage. Body PurificationA: Restore 2 points of ability damage. Concussion WaveA: Deal 4d6 force damage to creatures and objects near you. Danger SenseA: You gain +4 bonus against traps. Darkvision, Psionic: See 60 feet in total darkness. Dismiss Ectoplasm: Dissipates ectoplasmic targets and effects. Dispel PsionicsA: Cancels psionic powers and effects. Distant StrikeA: You send a force missile to pummel a foe for 3d6 damage Energy BoltA: Deal 5d6 energy damage in 120-foot line. Energy BurstA: Deal 5d6 energy damage in 40-foot burst. Energy RetortA: Ectoburst of energy automatically targets your attacker for 4d6 damage once each round. Energy Wall: Create wall of your chosen energy type. Eradicate InvisibilityA: Negate invisibility in 50-foot burst. Keen Edge, Psionic: Doubles normal weapon’s threat range. Mental BarrierA: Gain +4 deflection bonus to AC until your next action. Mind TrapA: Drain 1d6 power points from anyone who attacks you with a telepathy power. Psionic BlastA: Stun creatures in 30-foot cone for 1 round. Pyroplasmic AuraA: Craft a protective aura of superheated gas. Share Pain, ForcedA: Unwilling subject takes some of your damage. Solicit PsicrystalA: Your psicrystal takes over your concentration power. Synaptic Shock, Minor: Deal 5d4 damage and possibly render a creature unconscious. Telekinetic ForceA: Move an object with the sustained force of your mind. 111 POWER LISTS ▪ Psion/Wilder Telekinetic ThrustA: Hurl objects with the force of your mind. Time HopA: Subject hops forward in time 1 round/level. TouchsightA: Your telekinetic field tells you where most things are roughly. Ubiquitous Vision: You have all-around vision. 4th-Level Powers Aura SightA: Reveals creatures, objects, powers, or spells of selected alignment axis. Correspond: Hold mental conversation with another creature at any distance. Death UrgeA: Implant a self-destructive compulsion. Detect Remote Viewing: You know when others spy on you remotely. Dimension Door, PsionicA: Teleports you short distance. Divination, Psionic: Provides useful advice for specific proposed action. Empathic FeedbackA: When you are hit in melee, your attacker takes damage. Energy ResistanceA: Your body converts energy to harmless light. Freedom of Movement, Psionic: You cannot be held or otherwise rendered immobile. Intellect FortressA: Those inside fortress take only half damage from all powers and psi-like abilities until your next action. MindwipeA: Subject’s recent experiences wiped away, bestowing negative levels. Power Leech: Drain 1d6 power points/round while you maintain concentration; you gain 1/round. Telekinetic Maneuver: Telekinetically bull rush, disarm, grapple, or trip your target. Trace TeleportA: Learn destination of subject’s teleport. Wall of Ectoplasm: You create a protective barrier. 5th-Level Powers Adapt Body: Your body automatically adapts to hostile environments. Break Enchantment, Psionic: You end harmful effects on creatures. CatapsiA: Psychic static inhibits power manifestation. Decelerate ArcanaA: You impede the use of nonpreternatural effects around you. Ectoplasmic Shambler: Fog-like predator deals 1 point of damage/two levels each round to an area. Fire Shield, Psionic: Protect yourself from cold or fire damage. Leech FieldA: Leech power points each time you make a saving throw. Plane Shift, PsionicR: Travel to other planes. Power Resistance: Grant PR equal to 12 + level. Psychic CrushA: Brutally crush subject’s mental essence, reducing subject to –1 hit points. Shatter Mind Blank: Cancels target’s mind blank effect. Spell FlayA: You destroy some of the target’s ability to cast spells. Synaptic Shock: Deal 10d4 damage and possibly kill a creature. Tower of Iron WillA: Grant PR 19 against mind-affecting powers to all creatures within 10 feet until your next turn. True Seeing, Psionic: See all things as they really are. 112 6th-Level Powers Aura AlterationA: Repairs psyche or makes subject seem to be something it is not. Bestial FormA: Partially change in a beast (wilder only). Breath of NerothA: Breathe acid for 11d6 damage. Cloud Mind, Mass: Erase knowledge of your presence from the minds of one creature/level. Contingency, PsionicX: Sets trigger condition for another power. Co-opt Concentration: Take control of foe’s concentration power. Disintegrate, PsionicA: Turn one creature or object to dust. Fuse FleshA: Fuse subject’s flesh, creating a helpless mass. Overland Flight, Psionic: You fly at a speed of 40 feet and can hustle over long distances. Raise Dead, Psionic: Return the dead to life. Remote View Trap: Deal 8d6 points electricity damage to those who seek to view you at a distance. RetrieveA: Teleport to your hand an item you can see. Shadow Delving: You locate lost information within the shadow realm. Thought FortressA: You fortify your mind and that of your allies against intrusion and meddling. 7th-Level Powers Arcane MasqueradeA: Mimic the effects of an arcane spell. DecerebrateA: Remove portion of subject’s brain stem. Divert Teleport: Choose destination for another’s teleport. Energy Conversion: Offensively channel energy you’ve absorbed. Energy WaveA: Deal 13d4 damage of your chosen energy type in 120-foot cone. Entropic BurstA: You create a burst of entropic damage that deals 6d4 damage, and possibly stuns. Evade BurstA: You take no damage from a burst on a successful Reflex save. InsanityA: Subject is permanently confused. Mind Blank, Personal: You are immune to scrying and mental effects. Moment of Prescience, Psionic: You gain insight bonus on single attack roll, check, or save. Oak BodyA: Your body becomes as hard as oak. Phase Door, Psionic: Invisible passage through wood or stone. Sequester, PsionicX: Subject invisible to sight and remote viewing; renders subject comatose. Shred the PlanesR: Travel to other planes and unleash a blast of entropy behind you. UltrablastA: Deal 13d6 damage in a 15-foot radius. 8th-Level Powers Bend RealityX: Alters reality within power limits. Control Weather, Psionic: You can control the weather in a 2-mile radius. Iron Body, Psionic: Your body becomes living iron. Matter ManipulationX: Increase or decrease an object’s base hardness by 5. Mind Blank, Psionic: Subject immune to mental/ emotional effects, scrying, and remote viewing. Recall DeathA: Subject dies or takes 5d6 damage. Psychic Warrior ▪ POWER LISTS Shadow Body: You become a living shadow (not the creature). Touchsight, GreaterA: Your telekinetic field tells you where everything is. True Metabolism: You regenerate 10 hit points/round. PrevenomA: Your claws gain a poison coating. Prevenom WeaponA: Your weapon is mildly venomous. Skate: Subject slides skillfully along the ground. StompA: Subjects fall prone and take 1d4 nonlethal damage. Synesthete: You receive one kind of sense when another 9th-Level Powers sense is stimulated. ApopsiX: You delete target’s psionic powers. Thicken SkinA: Gain +1 enhancement bonus to your Assimilate: Incorporate creature into your own body. natural armor. Entropic LeechA: You fill an area with entropy, dealing VigorA: Gain 5 temporary hit points. 15d6 damage. Etherealness, Psionic: Become ethereal for 1 minute/ 2nd-Level Powers level. Animal AffinityA: Gain +4 enhancement to one ability. A Microcosm : Creature or character lives forevermore in Body AdjustmentA: Heal 1d12 damage. world of his own imagination. Body Equilibrium: You can walk on nonsolid surfaces. Reality RevisionX R: As bend reality, but fewer limits. Body PurificationA: Restore 2 points of ability damage. Synaptic Shock, Mass: Deal 10d4 damage and possibly Concealing Amorpha: Quasi-real membrane grants you kill a group of creatures. concealment. Temporal Acceleration: You act faster than everything Darkvision, Psionic: See 60 feet in total darkness. around you for a short period of apparent time. Detect Hostile Intent: You can detect hostile creatures Timeless Body: Ignore all harmful, and helpful, effects within 30 feet of you. for 1 round. Dimension SwapA: You and an ally switch positions. 10th-Level Powers Dissolving TouchA: Your touch deals 4d6 acid damage. Wall of Entropy: You create a wall of roiling entropic Dissolving WeaponA: Your weapon deals 4d6 acid energy. damage. Empathic TransferA: Transfer another’s wounds to yourself. Psychic Warrior Energy Resistance, SpecifiedA: Gain resistance 10 1st-Level Powers against one energy type. BiofeedbackA: Gain DR 2/–. Feat LeechA: Borrow another’s psionic or metapsionic Bite of the Wolf: Gain bite attack for 1d8 damage. feats. Burst: Gain +10 feet to speed this round. Levitate, Psionic: You move up and down, forward and Call WeaponryA: Create temporary weapon. back, via mental support. CatfallA: Instantly save yourself from a fall. A Chameleon: Gain +10 enhancement bonus on Hide Painful Strike : Your natural weapons deal an extra 1d6 nonlethal damage. checks. gain another attack of opportunity. Claws of the BeastA: Your hands become deadly claws. Prowess: Instantly A: You can make full attack in same round Psionic Pounce A Compression : You grow smaller. you charge. Conceal Thoughts: You conceal your motives. Psionic Scent: Gain the scent ability. Detect Psionics: You detect the presence of psionics. SprintA: Instantly gain a significant speed boost. Dissipating TouchA: Touch deals 1d6 damage. A Distract: Target gets –4 bonus on Listen, Search, Sense Strength of My Enemy : Siphon away your enemy’s strength and grow stronger. Motive, and Spot checks. Empty MindA: Gain +2 on Will saves until your next Sustenance: Go Awithout food and water for one day. Thought Shield : Gain PR 13 against mind-affecting action. powers. Enhanced Perceptions: Gain low-light vision, +2 bonus Wall Walker: Grants ability to walk on walls and on Search and Spot checks, and notice secret doors. ceilings. ExpansionA: Become one size category larger. FloatA: Buoy yourself in water or other liquid. Force ScreenA: Invisible disc provides +4 shield bonus to AC. Grip of IronA: Your iron grip gives +4 bonus on grapple checks. HammerA: Melee touch attack deals 1d8/round. Inertial ArmorA: Tangible field of force provides you with +4 armor bonus to AC. Metaphysical ClawA: Your natural weapon gains +1 bonus. Metaphysical WeaponA: Weapon gains +1 bonus. My LightA: Your eyes emit a 20-foot cone of light. Precognition, DefensiveA: Gain +1 insight bonus to AC and saving throws. Precognitionion, OffensiveA: Gain +1 insight bonus on your attack rolls. Prescience, OffensiveA: Gain +2 insight bonus on your damage rolls. 3rd-Level Powers Arcane ShieldA: You gain a resistance bonus to saves against spells only. Chosen DefenderA: You interpose yourself in front of an attack against an ally. Claws of the Vampire: Heal half of your claw’s base damage. Concealing Amorpha, Greater: Quasi-real membrane grants you total concealment. Danger SenseA: You gain +4 bonus against traps. Dimension SlideA: Teleports you very short distance. Duodimensional Claw: Increases your natural weapon’s threat range. Ectoplasmic Form: You gain benefits of being insubstantial and can fly slowly. Empathic FeedbackA: When you are hit in melee, your attacker takes damage. 113 POWER LISTS ▪ Psychic Warrior Empathic Transfer, HostileA: Your touch transfers your hurt to another. Escape Detection: You become difficult to detect with clairsentience powers. Evade BurstA: You take no damage from a burst on a successful Reflex save. Exhalation of NerothA: Your acid breath deals 3d6 damage to a close target. Graft Weapon: Your hand is replaced seamlessly by your weapon. Keen Edge, Psionic: Doubles normal weapon’s threat range. Mental BarrierA: Gain +4 deflection bonus to AC until your next action. Pyroplasmic AuraA: Craft a protective aura of superheated gas. Ubiquitous Vision: You have all-around vision. Vampiric Blade: You heal half of your base weapon damage. 4th-Level Powers Armored FormA: You harden your flesh with stone. Break Enchantment, Psionic: You end harmful effects on creatures. Claw of Energy: Your claws deal additional energy damage. Dimension Door, PsionicA: Teleports you short distance. Energy ResistanceA: Your body converts energy to harmless light. Freedom of Movement, Psionic: You cannot be held or otherwise rendered immobile. Immovability: You are almost impossible to move and gain DR 15/–. Inertial BarrierA: Gain DR 5/–. Psychic Vampire: Touch attack drains 2 power points/ level from foe. Steadfast Perception: Gain immunity to illusory effects, +6 bonus on Spot and Search checks. Truevenom: Your natural weapons are covered in horrible poison. Truevenom Weapon: Your weapon is horribly poisonous. Weapon of Energy: Weapon deals additional energy damage. Mind Blank, Personal: You are immune to scrying and mental effects. Thought FortressA: You fortify your mind and that of your allies against intrusion and meddling. Rhi’zen 1st-Level Powers BiofeedbackA: Gain damage reduction 2/–. Burst: Gain +10 feet to speed this round. CatfallA: Instantly save yourself from a fall. CompressionA: You grow smaller. Crystal ShardA: Ranged touch attack for 1d6 points of piercing damage. DecelerationA: Target’s speed is halved. Detect Psionics: You detect the presence of psionics. Distract: Target gets –4 bonus on Listen, Search, Sense Motive, and Spot checks. EmpathyA: You know the subject’s surface emotions. Empty MindA: Gain +2 on Will saves until your next action. FloatA: Buoy yourself in water or other liquid. Force ScreenA: Invisible disc provides +4 shield bonus to AC. Grease, Psionic: Makes a 10-foot square or one object slippery. HammerA: Melee touch attack deals 1d8/round. Inertial ArmorA: Tangible field of force provides you with +4 armor bonus to AC. Metaphysical WeaponA: Weapon gains +1 bonus. Precognition, DefensiveA: Gain +1 insight bonus to AC and saving throws. Precognition, OffensiveA: Gain +1 insight bonus on your attack rolls. Prescience, OffensiveA: Gain +2 insight bonus on your damage rolls. Skate: Subject slides skillfully along the ground. Thicken SkinA: Gain +1 enhancement bonus to your natural armor. VigorA: Gain 5 temporary hit points. 2nd-Level Powers AffixA: You bind a target into place. Body AdjustmentA: Heal 1d12 damage. Body Equilibrium: You can walk on nonsolid surfaces. DemoralizeA: Enemies become shaken. 5th-Level Powers Dissolving WeaponA: Your weapon deals 4d6 acid Adapt Body: Your body automatically adapts to hostile damage. environments. Entangling Ectoplasm: You entangle a foe in sticky Bestial FormA: Partially change into a beast. goo. A Catapsi : Psychic static inhibits power manifestation. Feat LeechA: Borrow another’s psionic or metapsionic Errant StrikeR: You bond entropic energy to a weapon, feats. making it strike harder. Prowess: Instantly gain another attack of opportunity. A Metaconcert : Mental concert of two or more increases Psionic PounceA: You can make full attack in same round the total power of the participants. you charge. Oak BodyA: Your body becomes as hard as oak. Psychofeedback: Boost Str, Dex, or Con at the expense 3rd-Level Powers of one or more other scores. Bestow PowerA: Subject receives 2 power points. 6th-Level Powers Breath of NerothA: Breathe acid for 11d6 damage. Dispelling Buffer: You are buffered from one dispel psionics effect. Form of DoomA: You transform into a frightening tentacled beast. 114 Conceal Thoughts: You conceal your motives. Danger SenseA: You gain +4 bonus against traps. Empathic FeedbackA: When you are hit in melee, your attacker takes damage. Empathic Transfer, HostileA: Your touch transfers your hurt to another. Evade BurstA: You take no damage from a burst on a successful Reflex save. Swamp Lord of Pit Sseth ▪ POWER LISTS Keen Edge, Psionic: Doubles normal weapon’s threat range. Mental BarrierA: Gain +4 deflection bonus to AC until your next action. SprintA: Instantly gain a significant speed boost. Jump: Subject gets bonus on Jump checks. Longstrider: Your speed increases by 10 feet. Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls. Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage. 4th-Level Powers Obscuring Mist: Fog surrounds you. Chosen DefenderA: You interpose yourself in front of an Pass without Trace: One subject/level leaves no tracks. attack against an ally. Sanctuary: Opponents can’t attack you, and you can’t Dimension Door, PsionicA: Teleports you short distance. attack. Dispel PsionicsA: Cancels psionic powers and effects. Shield of Faith: Aura grants +2 or higher deflection Freedom of Movement, Psionic: You cannot be held or bonus. otherwise rendered immobile. Summon Nature’s Ally I: Calls creature to fight. Immovability: You are almost impossible to move and gain DR 15/–. 2nd-Level Spells Animal Messenger: Sends a Tiny animal to a specific place. Swamp Lord of Pit Sseth Animal Trance: Fascinates 2d6 HD of animals. Spell List (Swamp Lord) Barkskin: Grants +2 (or higher) enhancement to natural Spells marked with MA are from Magic of Arcanis, and armor. PGtA spells marked with are from The Player’s Guide Bear’s Endurance: Subject gains +4 to Con for 1 minute/ to Arcanis. level. 0th-Level Spells Bull’s Strength: Subject gains +4 to Str for 1 minute/ Create Water: Creates 2 gallons/level of pure water. level. Cure Minor Wounds: Cures 1 point of damage. CamouflageMA: Hide in any natural terrain. Detect Magic: Detects spells and magic items within 60 Cure Moderate Wounds: Cures 2d8 damage +1/level feet. (max +10). Detect Poison: Detects poison in one creature or object. Darkness: 20-foot radius of supernatural shadow. Flare: Dazzles one creature (–1 on attack rolls). Delay Poison: Stops poison from harming subject for 1 Ghost Sound: Figment sounds. hour/level. Guidance: +1 on one attack roll, saving throw, or skill Enhance Natural AttackMA: Natural attacks function as check. if enlarged. Know Direction: You discern north. Fog Cloud: Fog obscures vision. Light: Object shines like a torch. Reduce Animal: Shrinks one willing animal. Mending: Makes minor repairs on an object. Resist Energy: Ignores 10 (or more) points of damage/ Purify Food and Drink: Purifies 1 cubic foot/level of attack from specified energy type. food or water. Silence: Negates sound in 20-foot radius. Read Magic: Read scrolls and spellbooks. Soften Earth and Stone: Turns stone to clay or dirt to Resistance: Subject gains +1 on saving throws. sand or mud. Speak with Animals: You can communicate with Speak with Plants: You can talk to normal plants and animals. plant creatures. Touch of Fatigue: Touch attack fatigues target. Spider Climb: Grants ability to walk on walls and Virtue: Subject gains 1 temporary hp. ceilings. 1st-Level Spells Summon Nature’s Ally II: Calls creature to fight. Calm Animals: Calms (2d4 + level) HD of animals. Summon Swarm: Summons swarm of bats, rats, or Cause Fear: One creature of 5 HD or less flees for 1d4 spiders. rounds. Tree Shape: You look exactly like a tree for 1 hour/ Charm Animal: Makes one animal your friend. level. Cure Light Wounds: Cures 1d8 damage +1/level (max Viper VenomMA: Touched reptile gains a poisonous bite. +5). Warp Wood: Bends wood (shaft, handle, door, plank). Detect Animals or Plants: Detects kinds of animals or plants. 3rd-Level Spells Detect Nature’s DefilementMA: You can detect spells or Blindness/Deafness: Makes subject blinded or deafened. creatures that defile nature. Cure Serious Wounds: Cures 3d8 damage +1/level (max Detect Snares and Pits: Reveals natural or primitive +15). traps. Daylight: 60-foot radius of bright light. Divine Favor: You gain +1 per three levels on attack and Deeper Darkness: Object sheds supernatural shadow in damage rolls. 60-foot radius. Endure Elements: Exist comfortably in hot or cold Dispel Magic: Cancels spells and magical effects. environments. Dominate Animal: Subject animal obeys silent mental Entangle: Plants entangle everyone in 40-foot-radius. commands. Entropic Shield: Ranged attacks against you have 20% Favor of AirMA: You gain a variety advantages from the miss chance. power of air. Hide from Animals: Animals can’t perceive one subject/ Favor of EarthMA: You gain a variety of advantages from level. the power of earth. 115 POWER LISTS ▪ Swamp Lord of Pit Sseth Favor of FireMA: You gain a variety of advantages from the power of fire. Favor of LifeMA: You gain a variety of advantages from the power of positive energy. Favor of WaterMA: You gain a variety of advantages from the power of water. Fly: Subject flies at speed of 60 feet. Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves. Magic Fang, Greater: One natural weapon of subject creature gets +1/four levels on attack and damage rolls (max +5). Plant Growth: Grows vegetation, improves crops. Prayer: Allies +1 bonus on most rolls, enemies –1 penalty. Protection from Energy: Absorb 12 points/level of damage from one kind of energy. Sleet Storm: Hampers vision and movement. Slow: One subject/level takes only one action/round, –1 to AC, reflex saves, and attack rolls. Snare: Creates a magic booby trap. Stone Shape: Sculpts stone into any shape. Summon Nature’s Ally III: Calls creature to fight. Wind Wall: Deflects arrows, smaller creatures, and gases. 4th-Level Spells Antiplant Shell: Keeps animated plants at bay. Blight: Withers one plant or deals 1d6/level damage to plant creature. Command Plants: Sway the actions of one or more plant creatures. Control Water: Raises or lowers bodies of water. Cure Critical Wounds: Cures 4d8 damage +1/level (max +20). Death Ward: Grants immunity to death spells and negative energy effects. Dismissal: Forces a creature to return to native plane. Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level. Freedom of Movement: Subject moves normally despite impediments. Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin. Ice Storm: Hail deals 5d6 damage in cylinder 40-feet across. Nature’s GiftPGtA: Gain scent and a +5 bonus on Spot, Search, and Listen checks. Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject. Poison: Touch deals 1d10 Con damage, repeats in 1 minute. Repel Vermin: Insects, spiders, and other vermin stay 10 feet away. Spike Stones: Creatures in area take 1d8 damage, may be slowed. Summon Nature’s Ally IV: Calls creature to fight. Wall of SerpentsMA: You create a wall of poisonous serpents. Bitter Kiss of SummerMA: Call and direct one or more blasts of heat at your enemies. Bitter Kiss of WinterMA: Call and direct one or more blasts of cold at your enemies. Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification. Flame Strike: Smite foes with divine fire (1d6/level damage). Insect Plague: Locust swarms attack creatures. Righteous Might: Your size increases, and you gain combat bonuses. Slay Living: Touch attack kills subject. Summon Nature’s Ally V: Calls creature to fight. The Green RotMA: Force gangrene on a wounded foe. Thorn BonesMA: Forces bone growth that causes pain and hampers movement. Wall of Stone: Creates a stone wall that can be shaped. Withering VinesMA: Throw strength-draining vines at targets. 6th-Level Spells Animal Growth: One animal/two levels doubles in size. Antilife Shell: 10-foot-radius field hedges out living creatures. Baleful Polymorph: Transforms subject into harmless animal. Bear’s Endurance, Mass: As bear’s endurance, affects one subject/ level. Bull’s Strength, Mass: As bull’s strength, affects one subject/level. Commune with Nature: Learn about terrain for 1 mile/ level. Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures. Dispel Magic, Greater: As dispel magic, but +20 on check. Harm: Deals 10 points/level damage to target. Heal: Cures 10 points/level of damage, all diseases and mental conditions. Summon Nature’s Ally VI: Calls creature to fight. Transmute Mud to Rock: Transforms two 10-foot cubes per level. Transmute Rock to Mud: Transforms two 10-foot cubes per level. Tree Stride: Step from one tree to another far away. Wall of Thorns: Thorns damage anyone who tries to pass. 7th-Level Spells Animate Plants: One or more plants animate and fight for you. Cure Moderate Wounds, Mass: Cures 2d8 damage +1/ level for many creatures. Fire Seeds: Acorns and berries become grenades and bombs. Master of FallMA: The power of fall grants you abilities and effects. Master of SpringMA: The power of spring grants you abilities and effects. Master of SummerMA: The power of summer grants you 5th-Level Spells abilities and effects. Bitter Kiss of FallMA: Summon forth weeds to entangle Master of WinterMA: The power of winter grants you your enemies. abilities and effects. Bitter Kiss of SpringMA: Call and direct one or more Move Earth: Digs trenches and builds hills. blasts of air at your enemies. 116 Swamp Lord of Pit Sseth ▪ POWER LISTS Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35). Repel Wood: Pushes away wooden objects. Repulsion: Creatures can’t approach you. Stone Tell: Talk to natural or worked stone. Summon Nature’s Ally VII: Calls creature to fight. Transport via Plants: Move instantly from one plant to another of the same kind. Powers List (Swamp Lord) 1st-Level Powers AttractionA: Subject has an attraction you specify. Call to Mind: Gain additional Knowledge check with +4 competence bonus. CatfallA: Instantly save yourself from a fall. Conceal Thoughts: You conceal your motives. Control FlamesA: Take control of nearby open flame. Control Light: Adjust ambient light levels. Crystal ShardA: Ranged touch attack for 1d6 points of piercing damage. DecelerationA: Target’s speed is halved. Detect Psionics: You detect the presence of psionics. Dissipating TouchA: Touch deals 1d6 damage. Energy RayA: Deal 1d6 energy (cold, electricity, fire, or sonic) damage. Entangling Ectoplasm: You entangle a foe in sticky goo. FloatA: Buoy yourself in water or other liquid. Force ScreenA: Invisible disc provides +4 shield bonus to AC. Grease, Psionic: Makes 10-foot square or one object slippery. HammerA: Melee touch attack deals 1d8/round. Inertial ArmorA: Tangible field of force provides you with +4 armor bonus to AC. Know Direction and Location: You discover where you are and what direction you face. Matter Agitation: You heat a creature or object. MissiveA: Send a one-way telepathic message to subject. Sense LinkA: You sense what the subject senses (single sense). Synesthete: You receive one kind of sense when another sense is stimulated. VigorA: Gain 5 temporary hit points. 2nd-Level Powers BiofeedbackA: Gain damage reduction 2/–. Body Equilibrium: You can walk on nonsolid surfaces. Cloud Mind: You erase knowledge of your presence from target’s mind. Concealing Amorpha: Quasi-real membrane grants you concealment. Control Sound: Create very specific sounds. Discern Written Intent: You can read and understand text. Energy PushA: Deal 2d6 damage and knock subject back. Energy Resistance, SpecifiedA: Gain resistance 10 against one energy type. Energy StunA: Deal 1d6 damage and stun target if it fails both saves. Enhanced Perceptions: Gain low-light vision, +2 bonus on Search and Spot checks, and notice secret doors. Inflict PainA: Telepathic stab gives your foe –4 on attack rolls, or –2 if he makes the save. Mental DisruptionA: Daze creatures within 10 feet for 1 round. Recall AgonyA: Foe takes 2d6 damage. Sustenance: Go without food and water for one day. Swarm of CrystalsA: Crystal shards are sprayed forth doing 3d4 slashing damage. Thought ShieldA: Gain PR 13 against mind-affecting powers. 3rd-Level Powers Body AdjustmentA: Heal 1d12 damage. Body PurificationA: Restore 2 points of ability damage. Dismiss Ectoplasm: Dissipates ectoplasmic targets and effects. Dispel PsionicsA: Cancels psionic powers and effects. Energy BoltA: Deal 5d6 energy damage in 120-foot line. Energy Wall: Create wall of your chosen energy type. Eradicate InvisibilityA: Negate invisibility in 50-foot burst. Psionic BlastA: Stun creatures in a 30-foot cone for 1 round. Telekinetic ThrustA: Hurl objects with the force of your mind. TouchsightA: Your telekinetic field tells you where most things roughly are. Ubiquitous Vision: You have all-around vision. 4th-Level Powers Correspond: Hold mental conversation with another creature at any distance. Divination, Psionic: Provides useful advice for specific proposed action. Empathic FeedbackA: When you are hit in melee, your attacker takes damage. Energy ResistanceA: Your body converts energy to harmless light. Freedom of Movement, Psionic: You cannot be held or otherwise rendered immobile. Intellect FortressA: Those inside fortress take only half damage from all powers and psi-like abilities until your next action. Power Leech: Drain 1d6 power points/round while you maintain concentration; you gain 1/round. Telekinetic Maneuver: Telekinetically bull rush, disarm, grapple, or trip your target. Wall of Ectoplasm: You create a protective barrier. 5th-Level Powers Adapt Body: Your body automatically adapts to hostile environments. CatapsiA: Psychic static inhibits power manifestation. Ectoplasmic Shambler: Fog-like predator deals 1 point of damage/two levels each round to an area. Fire Shield, Psionic: Protect yourself from cold or fire damage. Power Resistance: Grant PR equal to 12 + level. Shatter Mind Blank: Cancels target’s mind blank effect. Tower of Iron WillA: Grant PR 19 against mind-affecting powers to all creatures within 10 feet until your next turn. True Seeing, Psionic: See all things as they really are. 117 POWER LISTS ▪ Swamp Lord of Pit Sseth 6th-Level Powers Breath of NerothA: Breathe acid for 11d6 damage. Cloud Mind, Mass: Erase knowledge of your presence from the minds of one creature/level. Contingency, PsionicX: Sets trigger condition for another power. Fuse FleshA: Fuse subject’s flesh, creating a helpless mass. Overland Flight, Psionic: You fly at a speed of 40 feet and can hustle over long distances. Remote View Trap: Deal 8d6 points electricity damage to those who seek to view you at a distance. Shadow Delving: You locate lost information within the shadow realm. 7th-Level Powers Divert Teleport: Choose destination for another’s teleport. Energy Conversion: Offensively channel energy you’ve absorbed. Energy WaveA: Deal 13d4 damage of your chosen energy type in 120-foot cone. Mind Blank, Personal: You are immune to scrying and mental effects. Oak BodyA: Your body becomes as hard as oak. Phase Door, Psionic: Invisible passage through wood or stone. Thought FortressA: You fortify your mind and that of your allies against intrusion and meddling. UltrablastA: Deal 13d6 damage in 15-foot radius. val’Borda Adept of the Shadows 1st-Level Powers Body Equilibrium: You can walk on nonsolid surfaces. BoltA: You create a few enhanced short-lived bolts, arrows, or bullets. Burst: Gain +10 feet to speed this round. CatfallA: Instantly save yourself from a fall. Control Light: Adjust ambient light levels. Detect Psionics: You detect the presence of psionics. Distract: Target gets –4 bonus on Listen, Search, Sense Motive, and Spot checks. Empty MindA: Gain +2 on Will saves until your next action. Enhanced Perceptions: Gain low-light vision, +2 bonus on Search and Spot checks, and notice secret doors. FloatA: Buoy yourself in water or other liquid. Force ScreenA: Invisible disc provides +4 shield bonus to AC. HammerA: Melee touch attack deals 1d8/round. Mind ThrustA: Deal 1d10 damage. Precognition, DefensiveA: Gain +1 insight bonus to AC and saving throws. Precognitionion, OffensiveA: Gain +1 insight bonus on your attack rolls. Prescience, OffensiveA: Gain +2 insight bonus on your damage rolls. Sense LinkA: You sense what the subject senses (single sense). VigorA: Gain 5 temporary hit points. 118 2nd-Level Powers Animal AffinityA: Gain +4 enhancement to one ability. Body AdjustmentA: Heal 1d12 damage. Cloud Mind: You erase knowledge of your presence from target’s mind. Conceal Thoughts: You conceal your motives. Concealing Amorpha: Quasi-real membrane grants you concealment. Darkvision, Psionic: See 60 feet in total darkness. Dissolving WeaponA: Your weapon deals 4d6 acid damage. MissiveA: Send a one-way telepathic message to subject. Recall AgonyA: Foe takes 2d6 damage. Sense Link, Forced: Sense what subject senses. Wall Walker: Grants ability to walk on walls and ceilings. 3rd-Level Powers Armored FormA: You harden your flesh with stone. Bestow PowerA: Subject receives 2 power points. Control Sound: Create very specific sounds. Danger SenseA: You gain +4 bonus against traps. Dismiss Ectoplasm: Dissipates ectoplasmic targets and effects. Escape Detection: You become difficult to detect with clairsentience powers. Keen Edge, Psionic: Doubles normal weapon’s threat range. Mental BarrierA: Gain +4 deflection bonus to AC until your next action. Ubiquitous Vision: You have all-around vision. 4th-Level Powers Concealing Amorpha, Greater: Quasi-real membrane grants you total concealment. Dimension Door, PsionicA: Teleports you short distance. Empathic Transfer, HostileA: Your touch transfers your hurt to another. Evade BurstA: You take no damage from a burst on a successful Reflex save. False Sensory InputA: Subject sees what isn’t there. Psychic Vampire: Touch attack drains 2 power points/ level from foe. 5th-Level Powers Correspond: Hold mental conversation with another creature at any distance. Dimensional Anchor, Psionic: Bars extra dimensional movement. Ectoplasmic Form: You gain benefits of being insubstantial and can fly slowly. Freedom of Movement, Psionic: You cannot be held or otherwise rendered immobile. Shatter Mind Blank: Cancels target’s mind blank effect. Psionic Powers Overview ▪ POWERS Chapter Six: Powers Psionic Powers Overview Psionic powers spring from sentient minds. Even an undead creature or a being that has no physical form can create a reserve of inner strength necessary to manifest powers, as long as it has an Intelligence score of at least 1. Vermin possessed of a hive mind ability are an exception to this rule. A psionic power is a one-time psionic effect. Psionic characters and creatures need not prepare their powers for use ahead of time. They either have sufficient power points to manifest a power or they do not. A power is manifested when a psionic character pays its power point cost. Some psionic creatures automatically manifest powers, called psilike abilities, without paying a power point cost. Other creatures pay power points to manifest their powers, just as characters do. Each power has a specific effect. A power known to a psionic character can be used whenever he or she has power points to pay for it. Manifesting Powers Psionic characters and creatures manifest powers. Whether they cost power points when manifested by a psionic character, or are manifested as psi-like abilities, powers’ effects remain the same. The process of manifesting a power is akin to casting a spell, but with significant differences. Choosing a Power First you must choose which power to manifest. You can select any power you know, provided you are capable of manifesting powers of that level or higher. To manifest a power, you must pay power points, which count against your daily total. You can manifest the same power multiple times if you have points left to pay for it. Concentration To manifest a power, you must concentrate. If something threatens to interrupt your concentration while you’re manifesting a power, you must succeed on a Concentration check or lose the power points without manifesting the power. The more distracting the interruption and the higher the level of the power that you are trying to manifest, the higher the DC. (Higher-level powers require more mental effort.) Injury: Getting hurt or being affected by hostile psionics while trying to manifest a power can break your concentration and ruin a power. If you take damage while trying to manifest a power, you must make a Concentration check (DC 10 + points of damage taken + the level of the power you’re manifesting). The interrupting event strikes during manifestation if it occurs between when you start and when you complete manifesting a power (for a power with a manifesting time of 1 round or longer) or if it comes in response to your manifesting the power (such as an attack of opportunity provoked by the manifesting of the power or a contingent attack from a readied action). If you are taking continuous damage, half of the damage is considered to take place while you are manifesting a power. You must make a Concentration check (DC 10 + 1/2 the damage that the continuous source last dealt + the level of the power you’re manifesting). If the last damage dealt was the last damage that the effect could deal then the damage is over and it does not distract you. Repeated damage does not count as continuous damage. Power: If you are affected by a power while attempting to manifest a power of your own, you must make a Concentration check or lose the power you are manifesting. If the power affecting you deals damage, the Concentration DC is 10 + points of damage + the level of the power you’re manifesting. If the power interferes with you or distracts you in some other way, the Concentration DC is the power’s save DC + the level of the power you’re manifesting. For a power with no saving throw, it’s the DC that the power’s saving throw would have if a save were allowed. Grappling or Pinned: To manifest a power while grappling or pinned, you must make a Concentration check (DC 20 + the level of the power you’re manifesting) or lose the power. Vigorous Motion: If you are riding on a moving mount, taking a bouncy ride in a wagon, on a small boat in rough water, below deck in a storm-tossed ship, or simply being jostled in a similar fashion, you must make a Concentration check (DC 10 + the level of the power you’re manifesting) or lose the power. Violent Motion: If you are on a galloping horse, taking a very rough ride in a wagon, on a small boat in rapids or in a storm, on deck in a storm-tossed ship, or being tossed roughly about in a similar fashion, you must make a Concentration check (DC 15 + the level of the power you’re manifesting) or lose the power. Violent Weather: If you are in a high wind carrying blinding rain or sleet, the DC is 5 + the level of the power you’re manifesting. If you are in wind-driven hail, dust, or debris, the DC is 10 + the level of the power you’re manifesting. In either case, you lose the power if you fail the Concentration check. If the weather is caused by a power, use the rules in the Power subsection above. Manifesting Powers on the Defensive: If you want to manifest a power without provoking attacks of opportunity, you need to dodge and weave. You must make a Concentration check (DC 15 + the level of the power you’re manifesting) to succeed. You lose the power points without successful manifestation if you fail. Entangled: If you want to manifest a power while entangled in a net or while affected by a power with similar effects you must make a DC 15 Concentration check to manifest the power. You lose the power if you fail. 119 POWERS ▪ Counter-Manifesting Counter-Manifesting In the event that a class feature or other special ability provides an adjustment to your manifester level, this adjustment applies not only to all effects based on manifester level (such as range, duration, and augmentation potential) but also to your manifester level check to overcome your target’s power resistance and to the manifester level used in dispel checks (both How Counter-Manifesting Works To counter-manifest, you must select an opponent the dispel check and the DC of the check). as the target of the counter-manifest. You do this by choosing the ready action. In doing so, you elect to Power Failure wait to complete your action until your opponent tries If you try to manifest a power in conditions where the to manifest a power. (You may still move your speed, characteristics of the power (range, area, and so on) cannot be made to conform, the manifestation fails and since ready is a standard action.) If the target of your counter-manifest tries to manifest the power points are wasted. Powers also fail if your concentration is a power, make a Psicraft check (DC 15 + the power’s level). This check is a free action. If the check succeeds, broken (see Concentration, above). you correctly identify the opponent’s power and can attempt to counter it. If the check fails, you can’t do The Power’s Result either of these things. Once you know which creatures (or objects or areas) To complete the action, you must then manifest the are affected, and whether those creatures have made correct power. As a general rule, a power can only successful saving throws (if any were allowed), you counter itself. If you are able to manifest the same can apply the effects of the power. power, you manifest it, altering it slightly to create a counter-manifest effect. If the target is within range, Special Power Effects both powers automatically negate each other with no Certain special features apply to all powers. other results. Attacks: Some powers refer to attacking. All offensive combat actions, even those that don’t damage opponents, Counter-Manifesting Metapsionic Powers such as disarm and bull rush, are considered attacks. All Metapsionic feats are not taken into account when powers that opponents can resist with saving throws, determining whether a power can be countered. that deal damage, or that otherwise harm or hamper subjects are considered attacks. Astral construct and similar powers are not considered attacks because the Specific Exceptions Some powers specifically counter each other, especially powers themselves don’t harm anyone. Bonus Types: Many powers give creatures bonuses when they have diametrically opposed effects. to ability scores, Armor Class, attacks, and other Dispel Psionics as a Counter-Manifest You can use dispel psionics to counter-manifest attributes. Each bonus has a type that indicates how another manifester, and you don’t need to identify the power grants the bonus. The important aspect of the power he or she is manifesting. However, dispel bonus types is that two bonuses of the same type don’t generally stack. With the exception of dodge bonuses, psionics doesn’t always work as a counter-manifest. most circumstance bonuses, and racial bonuses, only the better bonus works (see Combining Psionic and Counter-Manifesting and Magical Effects, below). The same principle applies to Psionics-Magic Transparency penalties—a character taking two or more penalties of Spells or powers that exactly duplicate each other, such the same type applies only the worst one. as the charm person effect, can be used to counter each Bringing Back the Dead: Of all the psionic powers, other. Dispel magic and dispel psionics can be used to only psionic raise dead and reality revision have the counter either magic or psionic effects. ability to restore slain characters to life. When a living creature dies, its soul departs the body, leaves the Material Plane, travels through the Astral Plane, and Manifester Level The variables of a power’s effect often depend on its goes to abide on the plane where the creature’s deity manifester level, which is equal to your psionic class resides. If the creature did not worship a deity, its soul level. A power that can be augmented for additional departs to the plane corresponding to its alignment. effect is also limited by your manifester level (you Bringing someone back from the dead means retrieving can’t spend more power points on a power than your his or her soul and returning it to his or her body. manifester level). See Augment under Descriptive Text, Level Loss: The passage from life to death and back again is a wrenching journey for a being’s soul. below. You can manifest a power at a lower manifester Consequently, any creature brought back to life usually level than normal, but the manifester level must be high loses one level of experience. The character’s new enough for you to manifest the power in question, and experience point total is midway between the minimum all level-dependent features must be based on the same needed for his or her new (reduced) level and the minimum needed for the next one. If the character was manifester level. It is possible to manifest any power as a counter to another power being manifested. By doing so, you are using the power’s energy to disrupt the manifesting of the same power by another character. 120 Psionic-Magic Transparency ▪ POWERS 1st level at the time of death, he or she loses 2 points of Constitution instead of losing a level. This level loss or Constitution loss cannot be repaired by any mortal means, even through the spells wish or miracle. A revived character can regain a lost level by earning XP through further adventuring. A revived character who was 1st level at the time of death can regain lost points of Constitution by improving his or her Constitution score when he or she attains a level that allows an ability score increase. Preventing Revivification: Enemies can take steps to make it more difficult for a character to be returned from the dead. Keeping the body prevents others from using psionic raise dead or a single manifestation of reality revision to restore the slain character to life (but they can still use two manifestations of reality revision to restore the slain character to life). Revivification Against One’s Will: A soul cannot be returned to life if it does not wish to be. A soul knows the name, alignment, and patron deity (if any) of the character attempting to revive it and may refuse to return on that basis. Psionics-Magic Transparency Spells, spell-like abilities, and magic items that could potentially affect psionics do affect psionics, although they are not explicitly called out in the spell descriptions or magic item descriptions. Spell resistance is effective against powers, using the same mechanics. Likewise, power resistance is effective against spells, using the same mechanics as spell resistance. If a creature has one kind of resistance, it is assumed to have the other. (The effects have similar ends despite having been brought about by different means.) All spells that dispel magic have equal effect against powers of the same level using the same mechanics, and vice versa. The spell detect magic detects powers, their number, and their strength and location within 3 rounds (though a Psicraft check is necessary to identify the discipline of the psionic aura). Dead magic areas are also dead psionics areas. The exception to this rule is preternatural psionics. For the details of their interaction with other psionics and magic, refer to Chapter One. Combining and Stacking Effects Multiple Effects: Powers or psionic effects usually work as described no matter how many other powers, psionic effects, spells, or magical effects happen to be operating in the same area or on the same recipient. Except in special cases, a power does not affect the way another power or spell operates. Whenever a power has a specific effect on other powers or spells, the power description explains the effect (and vice versa for spells that affect powers). Several other general rules apply when powers, spells, magical effects, or psionic effects operate in the same place. Stacking Effects: Powers that provide bonuses or penalties on attack rolls, damage rolls, saving throws, and other attributes usually do not stack with themselves. More generally, two bonuses of the same type don’t stack even if they come from different powers, or one from a power and one from a spell. You use whichever bonus gives you the better result. Different Bonus Types: The bonuses or penalties from two different powers, or a power and a spell, stack if the effects are of different types. A bonus that isn’t named (just a “+2 bonus” rather than a “+2 insight bonus”) stacks with any bonus. Same Effect More than Once in Different Strengths: In cases when two or more similar or identical effects are operating in the same area or on the same target, but at different strengths, only the best one applies. If one power or spell is dispelled or its duration runs out, the other power or spell remains in effect (assuming its duration has not yet expired). Same Effect with Differing Results: The same power or spell can sometimes produce varying effects if applied to the same recipient more than once. The last effect in a series trumps the others. None of the previous spells or powers are actually removed or dispelled, but their effects become irrelevant for as long as the final spell or power in the series lasts. One Effect Makes Another Irrelevant: Sometimes, a power can render another power irrelevant. Multiple Mental Control Effects: Sometimes psionic or magical effects that establish mental control render one another irrelevant. Mental controls that don’t remove the recipient’s ability to act usually do not interfere with one another, though one may modify another. If a creature is under the control of two or more creatures, it tends to obey each to the best of its ability, and to the extent of the control each effect allows. If the controlled creature receives conflicting orders simultaneously, the competing controllers must make opposed Charisma checks to determine which one the creature obeys. Powers and Spells with Opposite Effects: Powers and spells with opposite effects apply normally with all bonuses, penalties, or changes accruing in the order that they apply. Some powers and spells negate or counter each other. This is a special effect that is noted in a power’s or spell’s description. Instantaneous Effects: Two or more magical or psionic effects with instantaneous durations work cumulatively when they affect the same object, place, or creature. Powers and Power Points Psionic characters manifest powers, which involve the direct manipulation of personal mental energy. These manipulations require natural talent and personal meditation. A psionic character’s level limits the number of power points available to manifest powers. A psionic character’s relevant high score might allow him to gain extra power points. He can manifest the same power more than once, but each manifestation subtracts power points from his daily limit. Manifesting a power is an arduous mental task. To do so, a psionic character must have a key ability score of at least 10 + the power’s level. 121 POWERS ▪ Powers and Power Points Daily Power Point Acquisition: To regain used daily power points, a psionic character must have a clear mind. To clear his mind, he must first sleep for 8 hours. The character does not have to slumber for every minute of the time, but he must refrain from movement, combat, manifesting powers, skill use, conversation, or any other demanding physical or mental task during the rest period. If his rest is interrupted, each interruption adds 1 hour to the total amount of time he has to rest to clear his mind, and he must have at least 1 hour of rest immediately prior to regaining lost power points. If the character does not need to sleep for some reason, he still must have 8 hours of restful calm before regaining power points. Recent Manifesting Limit/Rest Interruptions: If a psionic character has manifested powers recently, the drain on his resources reduces his capacity to regain power points. When he regains power points for the coming day, all power points he has used within the last 8 hours count against his daily limit. Peaceful Environment: To regain power points, a psionic character must have enough peace, quiet, and comfort to allow for proper concentration. The psionic character’s surroundings need not be luxurious, but they must be free from overt distractions, such as combat raging nearby or other loud noises. Exposure to inclement weather prevents the necessary concentration, as does any injury or failed saving throw the character might incur while concentrating on regaining power points. Regaining Power Points: Once the character has rested in a suitable environment, it takes only an act of concentration spanning 1 full round to regain all power points of the psionic character’s daily limit. Death and Power Points: If a character dies, all daily power points stored in his mind are wiped away. A potent effect (such as reality revision) can recover the lost power points when it recovers the character. Adding Powers Psionic characters can learn new powers when they attain a new level. A psion can learn any power from the psion/wilder list and powers from his chosen discipline’s list. A wilder can learn any power from the psion/wilder list. A psychic warrior can learn any power from the psychic warrior list. Powers Gained at a New Level: Psions and other psionic characters perform a certain amount of personal meditation between adventures in an attempt to unlock latent mental abilities. Each time a psionic character attains a new level, he or she learns additional powers according to his class description. Psions, psychic warriors, and wilders learn new powers of their choice in this fashion. These powers represent abilities unlocked from latency. The powers must be of levels the characters can manifest. Independent Research: A psion also can research a power independently, duplicating an existing power or creating an entirely new one. If characters are allowed to develop new powers, use these guidelines to handle the situation. 122 Any kind of manifester can create a new power. The research involved requires access to a retreat conducive to uninterrupted meditation. Research involves an expenditure of 200 XP per week and takes one week per level of the power. At the end of that time, the character makes a Psicraft check (DC 10 + spell level). If that check succeeds, the character learns the new power if her research produced a viable power. If the check fails, the character must go through the research process again if she wants to keep trying. Manifest an Unknown Power from Another’s Powers Known A psionic character can attempt to manifest a power from a source other than his own knowledge (usually another willing psionic character). To do so, the character must first make contact (a process similar to addressing a power stone, requiring a Psicraft check against a DC of 15+ the highest level power in the repertoire). A psionic character can make contact with only a willing psionic character or creature (unconscious creatures are considered willing, but psionic characters under the effects of other immobilizing conditions are not). Characters who can’t use power stones for any reason are also banned from attempting to manifest powers from the knowledge of other psionic characters. Mental contact requires 1 full round of physical contact, which can provoke attacks of opportunity. Once contact is achieved, the character becomes aware of all the powers the other character knows up to the highest level of power the contactor knows himself. Next, the psionic character must choose one of the powers and make a second Psicraft check (DC 15 + the power’s level) to see if he understands it. If the power is not on his class list, he automatically fails this check. Upon successfully making contact with another willing psionic character or creature and learning what he can of one power in particular, the character can immediately attempt to manifest that power even if he doesn’t know it (and assuming he has power points left for the day). He can attempt to manifest the power normally on his next turn, and he succeeds if he makes one additional Psicraft check (DC 15 + the power’s level). He retains the ability to manifest the selected power for only 1 round. If he doesn’t manifest the power, fails the Psicraft check, or manifests a different power, he loses his chance to manifest that power for the day. Using Stored Power Points A variety of psionic items exist to store power points for later use, in particular a storage device called a cognizance crystal. Regardless of what sort of item stores the power points, all psionic characters must follow strict rules when tapping stored power points. A Single Source: When using power points from a storage item to manifest a power, a psionic character may not pay the power’s cost with power points from more than one source. He must either use an item, his own power point reserve, or some other discrete power point source to pay the manifestation cost. Special Abilities ▪ POWERS Recharging: Most power point storage devices allow psionic characters to “recharge” the item with their own power points. Doing this depletes the character’s power point reserve on a 1-for-1 basis as if he had manifested a power; however, those power points remain indefinitely stored. The opposite is not true— psionic characters may not use power points stored in a storage item to replenish their own power point reserves. Special Abilities Psionic creatures can create psionic effects without having levels in a psionic class (although they can take a psionic class to further enhance their abilities); such creatures have the psionic subtype. Characters using dorjes, cognizance crystals, and other psionic items can also create psionic effects. In addition to existing spell-like and supernatural abilities, creatures can also have psi-like abilities. (Psionic creatures may also have extraordinary and natural abilities.) Psi-Like Abilities: The manifestation of powers by a psionic character is considered a psi-like ability, as is the manifestation of powers by creatures without a psionic class (creatures with the psionic subtype, also simply called psionic creatures). Usually, a psionic creature’s psi-like ability works just like the power of that name. A few psi-like abilities are unique; these are explained in the text where they are described. Psi-like abilities have no verbal, somatic, or material components, nor do they require a focus or have an XP cost (even if the equivalent power has an XP cost). The user activates them mentally. Armor never affects a psi-like ability’s use. A psi-like ability has a manifesting time of 1 standard action unless noted otherwise in the ability description. In all other ways, a psi-like ability functions just like a power. However, a psionic creature does not have to pay a psi-like ability’s power point cost. Psi-like abilities are subject to power resistance and to being dispelled by dispel psionics. They do not function in areas where psionics are suppressed or negated. Supernatural Abilities: Some creatures have psionic abilities that are considered supernatural. Psionic feats are also supernatural abilities. These abilities cannot be disrupted in combat, as powers can be, and do not provoke attacks of opportunity (except as noted in their descriptions). Supernatural abilities are not subject to power resistance and cannot be negated or dispelled; however, they do not function in areas where psionics are suppressed. Psionic Maladies Ability Burn: This is a special form of ability damage that cannot be magically or psionically healed. It is caused by the use of certain psionic feats and powers. It returns only through natural healing. Disease, Cascade Flu: Spread by brain moles and other vermin; injury; DC 13; incubation one day; damage psionic cascade. A psionic cascade is a loss of control over psionic abilities. Using power points becomes dangerous for a character infected by cascade flu, once the incubation period has run its course. Every time an afflicted character manifests a power, she must make a DC 16 Concentration check. On a failed check, a psionic cascade is triggered. The power operates normally, but during the following round, without the character’s volition, two additional powers she knows manifest randomly, and their power cost is deducted from the character’s reserve. During the next round, three additional powers manifest, and so on, until all the psionic character’s power points are drained. Powers with a range of personal or touch always affect the diseased character. For other powers that affect targets, roll d%: On a 01–50 result, the power affects the diseased character, and 51–00 indicates that the power targets other creatures in the vicinity. Psionic creatures (those that manifest their powers without paying points) cascade until all the powers they know have manifested at least twice. As with any disease, a psionic character who is injured or attacked by a creature carrying a disease or parasite, or who otherwise has contact with contaminated material, must make an immediate Fortitude save. On a success, the disease fails to gain a foothold. On a failure, the character takes damage (or incurs the specified effect) after the incubation period. Once per day afterward, the afflicted character must make a successful Fortitude save to avoid repeating the damage. Two successful saving throws in a row indicate she has fought off the disease. Disease, Cerebral Parasites: Spread by contact with infected psionic creatures; contact; DC 15; incubation 1d4 days; damage 1d8 power points. Cerebral parasites are tiny organisms, undetectable to normal sight. An afflicted character may not even know he carries the parasites—until he discovers he has fewer power points for the day than expected. Psionic creatures with cerebral parasites are limited to using each of their known powers only once per day (instead of freely manifesting them). See the note about diseases under Cascade Flu, above. Disease, Entropic Rot: Spread only by the creatures that create the disease; DC 13; incubation 1 round; damage 1d3 entropic damage. Entropy is a powerful force, and when used to create rot, it continues to eat away at normal matter until nothing remains. The damage is suffered each round until a successful save is made. Negative Levels: Psionic characters can gain negative levels just like members of other character classes. A psionic character loses access to one power per negative level from the highest level of power he can manifest; he also loses a number of power points equal to the cost of that power. If two or more powers fit these criteria, the manifester decides which one becomes inaccessible. The lost power becomes available again as soon as the negative level is removed, providing the manifester is capable of using it at that time. Lost power points also return. 123 POWERS ▪ Power Descriptions Power Descriptions originally diaphanous substance. Psionic creatures The description of each power is presented in a standard created with metacreativity powers are considered format. Each category of information is explained and constructs, not outsiders. A creature or object brought into being cannot defined below. appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in Name The first line of every power description gives the an open location on a surface capable of supporting it. name by which the power is generally known. A power The creature or object must appear within the power’s might be known by other names in some locales, and range, but it does not have to remain within the range. specific manifesters might have names of their own for For the purpose of psionics–magic transparency, metacreativity powers are equivalent to powers of their powers. the conjuration school (thus, creatures immune to conjuration spells are also immune to metacreativity Discipline (Subdiscipline) powers). Beneath the power name is a line giving the discipline Creation: A power of the creation subdiscipline creates (and the subdiscipline in parentheses, if appropriate) an object or creature in the place the manifester that the power belongs to. designates (subject to the limits noted above). If the Every power is associated with one of six power has a duration other than instantaneous, psionic disciplines (or Universal). A discipline is a group of energy holds the creation together, and when the power related powers that work in similar ways. Each of the ends, the created creature or object vanishes without a disciplines is discussed below. trace, except for a thin film of glistening ectoplasm that quickly evaporates. If the power has an instantaneous duration, the created object or creature is merely Clairsentience Clairsentience powers enable you to learn secrets long assembled through psionics. It lasts indefinitely and forgotten, to glimpse the immediate future and predict does not depend on psionics for its existence. the far future, to find hidden objects, and to know what is normally unknowable. Psychokinesis For the purpose of psionics–magic transparency, Psychokinetic powers manipulate energy or tap the clairsentience powers are equivalent to powers of the power of the mind to produce a desired end. Many of divination school (thus, creatures immune to divination these powers produce spectacular effects above and spells are also immune to clairsentience powers). beyond the power’s standard display (see Display, Many clairsentience powers have cone-shaped below), such as moving, melting, transforming, or areas. These move with you and extend in the direction blasting a target. Psychokinesis can deal large amounts you look. The cone defines the area that you can sweep of damage. each round. If you study the same area for multiple For the purpose of psionics–magic transparency, rounds, you can often gain additional information, as psychokinetic powers are equivalent to powers of the noted in the descriptive text for the power. evocation school (thus, creatures immune to evocation Scrying: A power of the scrying subdiscipline creates spells are also immune to psychokinesis). an invisible sensor that sends you information. Unless noted otherwise, the sensor has the same powers of sensory acuity that you possess. This includes any Psychometabolism powers or effects that target you, but not powers or Psychometabolism powers change the physical effects that emanate from you. However, the sensor properties of some creature, thing, or condition. For the purpose of psionics– magic is treated as a separate, independent sensory organ of transparency, psychometabolism powers are equivalent yours, and thus functions normally even if you have been blinded, deafened, or otherwise suffered sensory to powers of the transmutation school (thus, creatures impairment. Any creature with an Intelligence score immune to transmutation spells are also immune to of 12 or higher can notice the sensor by making a DC psychometabolism powers). 20 Intelligence check. The sensor can be dispelled as Healing: Psychometabolism powers of the healing if it were an active power. Lead sheeting or psionic subdiscipline can remove damage from creatures. protection blocks scrying powers, and you sense that However, psionic healing usually falls short of divine magical healing in direct comparisons. the power is so blocked. Metacreativity 124 Metacreativity powers create objects, creatures, or some form of matter. Creatures you create usually, but not always, obey your commands. A metacreativity power draws raw ectoplasm from the Astral Plane to create an object or creature in the place the psionic character designates (subject to the limits noted above). Objects created in this fashion are as solid and durable as normal objects, despite their Psychoportation Psychoportation powers move the manifester, an object, or another creature through space and time. For the purpose of psionics–magic transparency, psychoportation powers do not have an equivalent school. Teleportation: A power of the teleportation subdiscipline transports one or more creatures or objects a great distance. The most potent of these powers can Power Descriptions ▪ POWERS Blast Powder and Psychoportation Effects Blast Powder is affected by the same limitations when affected by Psychoportation (Teleportation) effects as it is when affected by Conjuration (Teleportation) effects. That is, carrying more than 20 shots worth causes an explosion. Refer to the Player’s Guide to Arcanis for complete details. Language-Dependent A language-dependent power uses intelligible language as a medium. Mind-Affecting A mind-affecting power works only against creatures with an Intelligence score of 1 or higher. cross planar boundaries. Usually the transportation is Preternatural one-way (unless otherwise noted) and not dispellable. Preternatural powers do not follow the psionics-magic Teleportation is instantaneous travel through the Astral transparency rules. These powers are only available to Plane. Anything that blocks astral travel also blocks manifesters who can manifest preternatural powers. teleportation. In Living Arcanis these powers are only able to be learned by characters who can manifest Telepathy preternatural psionics of the appropriate level to learn Telepathic powers can spy on and affect the minds of the selected power. others, influencing or controlling their behavior. Most telepathic powers are mind-affecting. Level For the purpose of psionics–magic transparency, The next line of the power description gives a power’s telepathy is equivalent to the enchantment school (thus, level, a number between 1 and 9 that defines the creatures resistant to enchantment spells are equally power’s relative strength (although at least one power resistant to telepathy powers). has a level of 10, indicating that only an epic level Charm: A power of the charm subdiscipline changes manifester with the correct feats can manifest this the way the subject views you, typically making it see power). This number is preceded by the name of the you as a good friend. class whose members can manifest the power. If a Compulsion: A power of the compulsion subdiscipline power is part of a discipline’s list instead of the psion’s forces the subject to act in some manner or changes general power list, this will be indicated by the name of the way her mind works. Some compulsion powers the discipline’s specialist. The specialists a power can determine the subject’s actions or the effects on the be associated with include Egoist (psychometabolism), subject, while some allow you to determine the subject’s Kineticist (psychokinesis), Nomad (psychoportation), actions when you manifest them, and still others give Seer (clairsentience), Shaper (metacreativity), and you ongoing control over the subject. Telepath (telepathy). Universal Universal powers are those powers that do not fall into a specific discipline category. For the purpose of psionics-magic transparency, universal powers are directly equivalent to universal spells. Creatures resistant to universal spells are equally resistant to universal powers. Descriptor Appearing on the same line as the discipline and subdiscipline (when applicable) is a descriptor that further categorizes the power in some way. Some powers have more than one descriptor. The descriptors that apply to powers are acid, cold, death, electricity, entropy, evil, fire, force, good, languagedependent, light, mind-affecting, preternatural, and sonic. Most of these descriptors have no game effect by themselves, but they govern how the power interacts with other powers, with spells, with special abilities, with unusual creatures, with alignment, and so on. Entropy The entropy subtype is similar to an energy subtype, in as much that it indicates an energy type. However, entropy damage cannot be resisted by normal means. Display When a power is manifested, a display may accompany the primary effect. This secondary effect may be auditory, material, mental, olfactory, or visual. No power’s display is significant enough to create consequences for the psionic creatures, allies, or opponents during combat. The secondary effect for a power occurs only if the power’s description indicates it. If multiple powers with similar displays are in effect simultaneously, the displays do not necessary become more intense. Instead, the overall display remains much the same, though with minute spikes in intensity. A Psicraft check (DC 10 + 1 per additional power in use) reveals the exact number of simultaneous powers in play. Dispense with Displays: Despite the fact that almost every power has a display, a psionic character can always choose to manifest the power without the flashy accompaniment. To manifest a power without any display (no matter how many displays it might have), a manifester must make a Concentration check (DC 15 + the level of the power). This check is part of the action of manifesting the power. If the check is unsuccessful, the power manifests normally with its display. Even if a manifester manifests a power without a display, he is still subject to attacks of opportunity in appropriate circumstances. (Of course, another Concentration check can be made as normal 125 POWERS ▪ Power Descriptions to either manifest defensively or maintain the power if attacked.) Removing the display from a power does not prevent foes from identifying the power. Auditory: A bass-pitched hum issues from the manifester’s vicinity or in the vicinity of the power’s subject (manifester’s choice), eerily akin to many deep-pitched voices. The sound grows in a second from hardly noticeable to as loud as a shout strident enough to be heard within 100 feet. At the manifester’s option, the instantaneous sound can be so soft that it can be heard only within 15 feet with a successful DC 10 Listen check. Some powers describe unique auditory displays. Material: The subject or the area is briefly slicked with a translucent, shimmering substance. The glistening substance evaporates after 1 round regardless of the power’s duration. Sophisticated psions recognize the material as ectoplasmic seepage from the Astral Plane; this substance is completely inert. Mental: A subtle chime rings once in the minds of creatures within 15 feet of either the manifester or the subject (at the manifester’s option). At the manifester’s option, the chime can ring continuously for the power’s duration. Some powers describe unique mental displays. Olfactory: An odd but familiar odor brings to mind a brief mental flash of a long-buried memory. The scent is difficult to pin down, and no two individuals ever describe it the same way. The odor originates from the manifester and spreads to a distance of 20 feet, then fades in less than a second (or lasts for the duration, at the manifester’s option). Visual: The manifester’s eyes burn like points of silver fire while the power remains in effect. A rainbow-flash of light sweeps away from the manifester to a distance of 5 feet and then dissipates, unless a unique visual display is described. This is the case when the Display entry includes “see text,” which means that a visual effect is described somewhere in the text of the power. Manifesting Time Most powers have a manifesting time of 1 standard action. Others take 1 round or more, while a few require only a free action. A power that takes 1 round to manifest requires a full-round action. It comes into effect just before the beginning of your turn in the round after you began manifesting the power. You then act normally after the power is completed. A power that takes 1 minute to manifest comes into effect just before your turn 1 minute later (and for each of those 10 rounds, you are manifesting a power as a full-round action, as noted above for 1-round manifesting times). These actions must be consecutive and uninterrupted, or the power points are lost and the power fails. When you use a power that takes 1 round or longer to manifest, you must continue the concentration from the current round to just before your turn in the next round (at least). If you lose concentration before the manifesting time is complete, the power points are lost and the power fails. 126 You make all pertinent decisions about a power (range, target, area, effect, version, and so forth) when the power comes into effect. New Action Types Swift Action: A swift action consumes a very small amount of time, but represents a larger expenditure of effort and energy than a free action. You can perform one swift action per turn without affecting your ability to perform other actions. In that regard, a swift action is like a free action. However, you can perform only a single swift action per turn, regardless of what other actions you take. You can take a swift action any time you would normally be allowed to take a free action. Swift actions usually involve psionics or the activation of psionic items; many characters (especially those who don’t use psionics) never have an opportunity to take a swift action. Manifesting a quickened power is a swift action. In addition, manifesting any power with a casting time of 1 swift action is a swift action. Manifesting a power with a manifesting time of 1 swift action does not provoke attacks of opportunity. Immediate Action: Much like a swift action, an immediate action consumes a very small amount of time, but represents a larger expenditure of effort and energy than a free action. However, unlike a swift action, an immediate action can be performed at any time—even if it’s not your turn. Using an immediate action on your turn is the same as using a swift action, and counts as your swift action for that turn. You cannot use another immediate action or a swift action until after your next turn if you have used an immediate action when it is not currently your turn (effectively, using an immediate action before your turn is equivalent to using your swift action for the coming turn). You also cannot use an immediate action if you are currently flat-footed. Range A power’s range indicates how far from you it can reach, as defined in the Range entry of the power description. A power’s range is the maximum distance from you that the power’s effect can occur, as well as the maximum distance at which you can designate the power’s point of origin. If any portion of the area would extend beyond the range, that area is wasted. Standard ranges include the following. Personal: The power affects only you. Touch: You must touch a creature or object to affect it. A touch power that deals damage can score a critical hit just as a weapon can. A touch power threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit. Some touch powers allow you to touch multiple targets. You can touch as many willing targets as you can reach, but all targets of the spell must be touched in the same round that you manifest the power. Close: The power reaches as far as 25 feet away from you. The maximum range increases 5 feet for every two manifester levels you have. Power Descriptions ▪ POWERS Medium: The power reaches as far as 100 feet + 10 feet per manifester level. Long: The power reaches as far as 400 feet + 40 feet per manifester level. Range Expressed in Feet: Some powers have no standard range category; just a range expressed in feet. Aiming a Power You must make some choice about whom the power is to affect or where the power’s effect is to originate, depending on the type of power. The next entry in a power description defines the power’s target (or targets), its effect, or its area, as appropriate. Target or Targets: Some powers have a target or targets. You manifest these powers on creatures or objects, as defined by the power itself. You must be able to see or touch the target, and you must specifically choose that target. However, you do not have to select your target until you finish manifesting the power. If you manifest a targeted power on the wrong type of target the power has no effect. If the target of a power is yourself (the power description has a line that reads “Target: You”), you do not receive a saving throw and power resistance does not apply. The Saving Throw and Power Resistance lines are omitted from such powers. Some powers can be manifested only on willing targets. Declaring yourself as a willing target is something that can be done at any time (even if you’re flat-footed or it isn’t your turn). Unconscious creatures are automatically considered willing, but a character who is conscious but immobile or helpless (such as one who is bound, cowering, grappling, paralyzed, pinned, or stunned) is not automatically willing. The Saving Throw and Power Resistance lines are usually omitted from such powers, since only willing subjects can be targeted. Effect: Some powers, such as most metacreativity powers, create things rather than affect things that are already present. Unless otherwise noted in the power description, you must designate the location where these things are to appear, either by seeing it or defining it. Range determines how far away an effect can appear, but if the effect is mobile, it can move regardless of the power’s range once created. Ray: Some effects are rays. You aim a ray as if using a ranged weapon, though typically you make a ranged touch attack rather than a normal ranged attack. As with a ranged weapon, you can fire into the dark or at an invisible creature and hope you hit something. You don’t have to see the creature you’re trying to hit, as you do with a targeted power. Intervening creatures and obstacles, however, can block your line of sight or provide cover for the creature you’re aiming at. If a ray power has a duration, it’s the duration of the effect that the ray causes, not the length of time the ray itself persists. If a ray power deals damage, you can score a critical hit just as if it were a weapon. A ray power threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit. Spread: Some effects spread out from a point of origin (which may be a grid intersection, or may be the manifester) to a distance described in the power. The effect can extend around corners and into areas that you can’t see. Figure distance by actual distance traveled, taking into account turns the effect may take. When determining distance for spread effects, count around walls, not through them. As with movement, do not trace diagonals across corners. You must designate the point of origin for such an effect (unless the effect is centered on you), but you need not have line of effect (see below) to all portions of the effect. (S) Shapeable: If an Effect line ends with “(S)” you can shape the power. A shaped effect can have no dimension smaller than 10 feet. Area: Some powers affect an area. Sometimes a power description specifies a specially defined area, but usually an area falls into one of the categories defined below. Regardless of the shape of the area, you select the point where the power originates, but otherwise you usually don’t control which creatures or objects the power affects. The point of origin of a power that affects an area is always a grid intersection. When determining whether a given creature is within the area of a power, count out the distance from the point of origin in squares just as you do when moving a character or when determining the range for a ranged attack. The only difference is that instead of counting from the center of one square to the center of the next, you count from intersection to intersection. You can count diagonally across a square, but every second diagonal counts as 2 squares of distance. If the far edge of a square is within the power’s area, anything within that square is within the power’s area. If the power’s area touches only the near edge of a square, however, anything within that square is unaffected by the power. Burst, Emanation, or Spread: Most powers that affect an area function as a burst, an emanation, or a spread. In each case, you select the power’s point of origin and measure its effect from that point. A burst power affects whatever it catches in its area, including creatures that you can’t see. It can’t affect creatures with total cover from its point of origin (in other words, its effects don’t extend around corners). The default shape for a burst effect is a sphere, but some burst powers are specifically described as cone-shaped. A burst’s area defines how far from the point of origin the power’s effect extends. An emanation power functions like a burst power, except that the effect continues to radiate from the point of origin for the duration of the power. A spread power spreads out like a burst but can turn corners. You select the point of origin, and the power spreads out a given distance in all directions. Figure the area the power effect fills by taking into account any turns the effect takes. Cone, Line, or Sphere: Most powers that affect an area have a particular shape, such as a cone, line, or sphere. A cone-shaped power shoots away from you in a quarter-circle in the direction you designate. It starts 127 POWERS ▪ Power Descriptions Subjects, Effects, and Areas: If the power affects creatures directly the result travels with the subjects for the power’s duration. If the power creates an effect, the effect lasts for the duration. The effect might move or remain still. Such an effect can be destroyed prior to when its duration ends. If the power affects an area then the power stays with that area for its duration. Creatures become subject to the power when they enter the area and are no longer subject to it when they leave. Touch Powers and Holding the Charge: In most cases, if you don’t discharge a touch power on the round you manifest it, you can hold the charge (postpone the discharge of the power) indefinitely. You can make touch attacks round after round. If you touch anything with your hand while holding a charge, the power discharges. If you manifest another power, the touch power dissipates. Some touch powers allow you to touch multiple targets as part of the power. You can’t hold the charge of such a power; you must touch all the targets of the power in the same round that you finish manifesting the power. You can touch one friend (or yourself) as a standard action or as many as six friends as a full round action. Discharge: Occasionally a power lasts for a set duration or until triggered or discharged. (D) Dismissible: If the Duration line ends with “(D),” you can dismiss the power at will. You must be within range of the power’s effect and must mentally will the dismissal, which causes the same display as when you first manifested the power. Dismissing a power is a standard action that does not provoke attacks of opportunity. A power that depends on concentration is dismissible by its very nature, and dismissing it does not Duration A power’s Duration line tells you how long the psionic take an action or cause a display, since all you have to do to end the power is to stop concentrating on your turn. energy of the power lasts. Timed Durations: Many durations are measured in rounds, minutes, hours, or some other increment. When Saving Throw the time is up, the psionic energy sustaining the effect Usually a harmful power allows a target to make a fades, and the power ends. If a power’s duration is saving throw to avoid some or all of the effect. The variable it is rolled secretly. Saving Throw line in a power description defines Instantaneous: The psionic energy comes and which type of saving throw the power allows and goes the instant the power is manifested, though the describes how saving throws against the power work. consequences might be long-lasting. Negates: The power has no effect on a subject that Permanent: The energy remains as long as the effect makes a successful saving throw. does. This means the power is vulnerable to dispel Partial: The power causes an effect on its subject, such psionics. as death. A successful saving throw means that some Concentration: The power lasts as long as you lesser effect occurs (such as being dealt damage rather concentrate on it. Concentrating to maintain a power than being killed). is a standard action that does not provoke attacks Half: The power deals damage, and a successful saving of opportunity. Anything that could break your throw halves the damage taken (round down). concentration when manifesting a power can also break None: No saving throw is allowed. your concentration while you’re maintaining one, (object): The power can be manifested on objects, causing the power to end. You can’t manifest a power which receive saving throws only if they are psionic or while concentrating on another one. Some powers may if they are attended (held, worn, grasped, or the like) by last for a short time after you cease concentrating. In a creature resisting the power, in which case the object such a case, the power keeps going for the given length uses the creature’s saving throw bonus unless its own of time after you stop concentrating, but no longer. bonus is greater. (This notation does not mean that a Otherwise, you must concentrate to maintain the power, power can be manifested only on objects. Some powers but you can’t maintain it for more than a stated duration of this sort can be manifested on creatures or objects.) in any event. If a target moves out of range, the power A psionic item’s saving throw bonuses are each equal reacts as if your concentration had been broken. to 2 + one-half the item’s manifester level. from any corner of your square and widens out as it goes. Most cones are either bursts or emanations (see above), and thus won’t go around corners. A line-shaped power shoots away from you in a line in the direction you designate. It starts from any corner of your square and extends to the limit of its range or until it strikes a barrier that blocks line of effect. A line-shaped power affects all creatures in squares that the line passes through or touches. A sphere-shaped power expands from its point of origin to fill a spherical area. Spheres may be bursts, emanations, or spreads. Other: A power can have a unique area, as defined in its description. Line of Effect: A line of effect is a straight, unblocked path that indicates what a power can affect. A solid barrier cancels a line of effect, but it is not blocked by fog, darkness, and other factors that limit normal sight. You must have a clear line of effect to any target that you manifest a power on or to any space in which you wish to create an effect. You must have a clear line of effect to the point of origin of any power you manifest. A burst, cone, or emanation power affects only an area, creatures, or objects to which it has line of effect from its origin (a spherical burst’s center point, a cone-shaped burst’s starting point, or an emanation’s point of origin). An otherwise solid barrier with a hole of at least 1 square foot through it does not block a power’s line of effect. Such an opening means that the 5-foot length of wall containing the hole is no longer considered a barrier for the purpose of determining a power’s line of effect. 128 Power Description ▪ POWERS (harmless): The power is usually Table 6-2: Power Points by Power Level beneficial, not harmful, but a targeted Power Level 1 2 3 4 5 6 7 8 9 10 creature can attempt a saving throw if Power Point Cost 1 3 5 7 9 11 13 15 17 21 it desires. Saving Throw Difficulty Class: A Power Resistance saving throw against your power has a DC 10 + Power resistance is a special defensive ability. If your the level of the power + your key ability modifier power is being resisted by a creature with power (Intelligence for a psion, Wisdom for a psychic warrior, resistance, you must make a manifester level check or Charisma for a wilder). A power’s level can vary (d20 + manifester level) at least equal to the creature’s depending on your class. Always use the power level power resistance for the power to affect that creature. applicable to your class. The defender’s power resistance functions like an Succeeding on a Saving Throw: A creature that Armor Class against psionic attacks. Spell resistance successfully saves against a power that has no obvious is equivalent to power resistance unless the Psionics Is physical effects feels a hostile force or a tingle, but Different option is in use. Include any adjustments to cannot deduce the exact nature of the attack. Likewise, your manifester level on this manifester level check. if a creature’s saving throw succeeds against a targeted The Power Resistance line and the descriptive text of power you sense that the power has failed. You do not a power description tell you whether power resistance sense when creatures succeed on saves against effect protects creatures from the power. In many cases, and area powers. power resistance applies only when a resistant creature Failing a Saving Throw against Mind-Affecting is targeted by the power, not when a resistant creature Powers: If you fail your save, you are unaware that you encounters a power that is already in place. have been affected by a power. The terms “object” and “harmless” mean Automatic Failures and Successes: A natural 1 (the the same thing for power resistance as they do for d20 comes up 1) on a saving throw is always a failure, saving throws. A creature with power resistance must and the power may deal damage to exposed items voluntarily lower the resistance (a standard action) (see Items Surviving after a Saving Throw, below). A to be affected by a power noted as harmless. In such natural 20 (the d20 comes up 20) is always a success. a case, you do not need to make the manifester level Voluntarily Giving up a Saving Throw: A creature check described above. can voluntarily forego a saving throw and willingly accept a power’s result. Even a character with a special Power Points resistance to psionics can suppress this quality. Items Surviving after a Saving Throw: Unless the All powers have a Power Points line, indicating the descriptive text for the power specifies otherwise, all power’s cost. items carried or worn by a creature are assumed to The psionic character class tables show how many survive a psionic attack. If a creature rolls a natural power points a character has access to each day, 1 on its saving throw against the effect, however, an depending on level. exposed item is harmed (if the attack can harm objects). A power’s cost is determined by its level, as shown Refer to Table 6-1: Items Affected by Psionic Attacks. below. Every power’s cost is noted in its description Determine which four objects carried or worn by for ease of reference. the creature are most likely to be affected and roll Power Point Limit: Some powers allow you to spend randomly among them. The randomly determined item more than their base cost to achieve an improved effect, must make a saving throw against the attack form or or augment the power. The maximum number of points you can spend on a power (for any reason) is equal to take whatever damage the attack deals. your manifester level. XP Cost (XP): On the same line that the power point Table 6-1: Items Affected by Psionic Attacks cost of a power is indicated, the power’s experience Order 1 Item point cost, if any, is noted. Particularly powerful effects 1st Shield entail an experience point cost to you. No spell or power 2nd Armor can restore XP lost in this manner. You cannot spend so much XP that you lose a level, so you cannot manifest 3rd Psionic or magic helmet, or psicrown a power with an XP cost unless you have enough XP 4th Item in hand (including weapon, dorje, to spare. However, you can, on gaining enough XP or the like) to attain a new level, use those XP for manifesting a 5th Psionic or magic cloak power rather than keeping them and advancing a level. 6th Stowed or sheathed weapon The XP are expended when you manifest the power, 7th Psionic or magic bracers whether or not the manifestation succeeds. 8th Psionic or magic clothing 9th Psionic or magic jewelry (including Descriptive Text rings) This portion of a power description details what the 10th Anything else power does and how it works. If one of the previous 1 In order of most likely to least likely to be affected. lines in the description included “see text,” this is where the explanation is found. If the power you’re 129 POWERS ▪ Adapt Body-Affix reading about is based on another power you might have to refer to a different power for the “see text” information. If a power is the equivalent of a spell an entry of “see spell text” directs you to the appropriate spell description. Augment: Many powers have variable effects based on the number of power points you spend when you manifest them. The more points spent, the more powerful the manifestation. How this extra expenditure affects a power is specific to the power. Some augmentations allow you to increase the number of damage dice, while others extend a power’s duration or modify a power in unique ways. Each power that can be augmented includes an entry giving how many power points it costs to augment and the effects of doing so. However, you can spend only a total number of points on a power equal to your manifester level. Augmenting a power takes place as part of another action (manifesting a power). Unless otherwise noted in the Augment section of an individual power description, you can augment a power only at the time you manifest it. Powers Adapt Body Psychometabolism Level: Psion/Wilder 5, Psychic Warrior 5, Swamp Lord 5 Display: Visual Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level (D) Power Points: 9 Your body automatically adapts to hostile environments. You can adapt to underwater, extremely hot, extremely cold, or airless environments, allowing you to survive as if you were a creature native to that environment. You can breathe and move (though penalties to movement and attacks, if any for a particular environment, remain), and you take no damage simply from being in that environment. You need not specify what environment you are adapting to when you manifest this power; simply activate it, and your body will instantly adapt to any hostile environment as needed throughout the duration. You can somewhat adapt to extreme environmental features such as acid, lava, fire, and electricity. Any environmental feature that normally directly deals 1 or more dice of damage per round deals you only half the usual amount of damage. 130 Affinity Field Psychometabolism Level: Egoist 9 Display: Material and visual Manifesting Time: 1 standard action Range: 20 feet. Area: 20-foot-radius emanation, centered on you Duration: 1 round/level (D) Saving Throw: Fortitude negates (potentially harmless) Power Resistance: Yes Power Points: 17 You create an affinity feedback loop with all creatures within the area. While the duration lasts, affected creatures take all damage (including ability damage) as you do and heal all wounds as you do. Hit points gained or lost persist after this power ends. Creatures in range are also subject to magical and psionic effects of 3rd level or lower. Creatures that have an affinity to you gain a saving throw against each new power transferred through the affinity field as if the power were manifested upon them normally. All magical and psionic effects transferred to subjects fade at the end of this power’s duration, although instantaneous effects remain. If you suddenly become immune to a particular effect or power, the effect or power to which you are immune cannot be transferred to creatures that have affinity to you. Affix Psychokinesis Level: Mist Wanderer 2, Psion/Wilder 2, Rhi’zen 2 Display: Auditory, Material Manifesting Time: 1 standard action Range: Medium (100 feet + 10 feet / level) Target: One medium or smaller creature Duration: 1 round/level (D) Saving Throw: Reflex negates Power Resistance: Yes Power Points: 3 You cause the target to become lodged in the underlying fabric of the plane. If the target fails their saving throw, they become unable to move from their current location, and suffer a –6 penalty to Dexterity (this cannot reduce the target’s Dexterity to below 1). This power does not prevent the target from attacking, casting spells, manifesting powers, and otherwise continuing to act; it simply prevents the target from physically moving. This power does not prevent the target from using dimensional travel to move; however, so long as they return to this plane during the power’s duration, they remain physically incapable of moving from the location they arrive at. This power also prevents other creatures from moving the target from their current location using physical means. Augment: You may augment this power using one or more of the following options: 1. If you spend 6 additional power points, the duration of this power is increased to 1 minute/level; the power is still dispellable. 2. For each 2 power points you spend, this power can affect a target of up to one additional size category larger than it normally could. 3. For each 4 additional power points you spend, you may target an additional creature. This targeted creature must be within 15 feet of all other targets. If multiple creatures are targeted that are larger than medium-size, you must spend the augmentation separately for each one to accommodate their size. Anchored Navigation-Arcane Masquerade ▪ POWERS Anchored Navigation Clairsentience Level: Seer 4 Display: Material and olfactory Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level Power Points: 7 You know where you are in relation to a fixed starting point, which is essential for setting up a mishap-free teleport beacon. While the duration lasts, you are aware of your exact distance and route (physical or psychoportive) back to a fixed starting point. The “anchored” starting point is your exact location when you manifest the power. To designate other anchored starting points, you must manifest this power multiple times and be present at the desired locations when you do so. You can also retrace your steps through a maze automatically while the power lasts, without resorting to a map. Anchored navigation grants you a mindlink with one designated creature who remains within a 60-foot radius of the starting point, regardless of the distance between you and the creature. The use of anchored navigation is confined to the plane of existence where you manifest it. Augment: If you spend 6 additional power points, the effect of this power extends across all planar boundaries. Animal Affinity Psychometabolism Level: Egoist 2, Psychic Warrior 2, Adept of Shadows 2 Display: Material Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 minute/level Power Points: 3 You forge a psychometabolic affinity with an idealized animal form, thereby boosting one of your ability scores (choose either Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma). The power grants a +4 enhancement bonus to the ability score you choose, adding the usual benefits provided by a high ability bonus. Because you are emulating the idealized form of an animal, you also take on minor aspects of the animal you choose. If you choose to increase the ability you use to manifest powers, you do not gain the benefit of an increased ability score long enough to gain any bonus power points for a high ability score, but the save DCs of your powers increase for the duration of this power. Augment: For every 5 additional power points you spend, this power grants a +4 enhancement bonus to another ability. Apopsi Telepathy [Mind-Affecting] Level: Psion/Wilder 9 Display: Auditory, material, and visual Manifesting Time: 1 round Range: Close (25 feet + 5 feet/2 levels) Target: One living psionic creature Duration: Instantaneous Saving Throw: Fortitude negates Power Resistance: Yes Power Points: 17, XP By using this power, you delete 1d4 powers permanently from the subject’s mind. You specify the level of each power, and the DM randomly determines which of the subject’s powers is actually deleted. Psychic chirurgery or reality revision can be used to restore the lost powers, but it must be performed within 1 week of losing the powers. The miracle or wish spell may also be used, but only if the manifesting of this power was not preternatural. XP Cost: 50 XP per level of the deleted powers. Arcane Masquerade Universal [Preternatural] Level: Mist Wanderer 4, Psion/Wilder 7 Display: Special (see text) Manifesting Time: 1 swift action Range: Personal Target: You Duration: See text Saving Throw: See text Power Resistance: See text Power Points: 10 (Mist Wanderer), 13 (Psion/Wilder) When you manifest this power you shape the forces of Entropy into a form that exactly mimics an arcane spell. The chosen spell may be of any level up to two levels lower than the level of this power. Manifesting this power merely shapes the energy required to cast the chosen spell, you must still cast the spell (spending the appropriate action(s) to cast the chosen spell). If the chosen spell has a saving throw, then calculate its saving throw based off the level of this power. If the chosen spell is affected by spell resistance, then you must make a caster level check, using your manifester level as the spell’s caster level. This power does not have a display; the only visible effects of this power are whatever visible effects the spell may produce. Augment: For every additional 2 power points you spend while manifesting this power, increase the level of this power by one (for the purposes of the power’s effects). The maximum emulated level of this power cannot exceed 9th level. 131 POWERS ▪ Arcane Resilience-Astral Construct Arcane Resilience Clairsentience [Preternatural] Level: Psion/Wilder 3 Display: Material and visual Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 minute/level Power Points: 5 You gain spell resistance equal to 5 + your manifester level that only applies against spells and spell-like abilities. This power specifically does not follow the psionics-magic transparency, and grants no benefit against psionic powers of any type. Arcane Shield Metacreativity [Preternatural] Level: Psion/Wilder 2, Psychic Warrior 3 Display: Auditory, Visual Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 minute/level Power Points: 3 (Psion/Wilder), 5 (Psychic Warrior) You create a thin film of ectoplasm that helps to shield you against non-psionic energies. You receive a +2 resistance bonus to all saving throws made to resist spells and spell-like abilities. This power specifically does not follow the psionics-magic transparency, and grants no benefit against psionic powers of any type. Augment: For every 4 additional power points you spend, the granted resistance bonus increases by +1 (maximum +5). Armored Form Psychokinesis Level: Mist Wanderer 3, Psion/Wilder 3, Psychic Warrior 4, Adept of Shadows 3 Display: Visual Manifesting Time: 1 round Range: Personal Target: You Duration: 1 minute/level Power Points: 5 (Mist Wanderer, Psion/Wilder, Adept of Shadows), 7 (Psychic Warrior) You draw a collection of stones, dirt, and other detritus into a dense cloud that settles upon your flesh protecting your vital areas from harm. This covering grants you hardness 5 against all physical attacks. Augment: For every three additional power points you spend, the granted hardness increases by 2. Assimilate Psychometabolism Level: Psion/Wilder 9, Shaper 9 Display: Auditory and visual Manifesting Time: 1 standard action Range: Touch Target: One living creature touched Duration: Instantaneous and 1 hour; see text Saving Throw: Fortitude half Power Resistance: Yes 132 Power Points: 17 Your pointing finger turns black as obsidian. A creature touched by you is partially assimilated into your form and takes 20d6 points of damage. Any creature reduced to 0 or fewer hit points by this power is killed, entirely assimilated into your form, leaving behind only a trace of fine dust. An assimilated creature’s equipment is unaffected. A creature that is partially assimilated into your form (that is, a creature that has at least 1 hit point following your use of this power) grants you a number of temporary hit points equal to half the damage you dealt for 1 hour. A creature that is completely assimilated grants you a number of temporary hit points equal to the damage you dealt and a +4 enhancement bonus to each of your ability scores for 1 hour. If the assimilated creature knows psionic powers, you gain knowledge of one of its powers for 1 hour; the maximum level of the assimilated power is 5th level. You gain some semblance of a creature you completely assimilate for 1 hour, granting you a +10 bonus on Disguise checks made to appear as that creature during that time. Astral Construct Metacreativity (Creation) Level: Shaper 1 Display: Visual; see text Manifesting Time: 1 round Range: Close (25 feet + 5 feet/2 levels) Effect: One created astral construct Duration: 1 round/level (D) Saving Throw: None Power Resistance: No Power Points: 1 This power creates one 1st-level astral construct of solidified ectoplasm that attacks your enemies. It appears where you designate and acts immediately on your turn. It attacks your opponents to the best of its ability. As a free action, you can mentally direct it not to attack, to attack particular enemies, or to perform other actions. The astral construct acts normally on the last round of the power’s duration and dissipates at the end of its turn. Astral constructs are not summoned; they are created on the plane you inhabit (using ectoplasm drawn from the Astral Plane). Thus, they are not subject to effects that hedge out or otherwise affect outsiders; they are constructs, not outsiders. A shaper is limited to having a single astral construct in existence at one time. If you attempt to create a new astral construct while you already have one in existence, then the first astral construct is destroyed when the second construct is brought into existence. If your construct is prematurely destroyed or if you lose control of the construct, then you may create a new one. The exception to the above is shapers with the Dual Construct feat. Augment: For every 2 additional power points you spend, the level of the astral construct increases by 1. Astral Seed-Aura Alteration ▪ POWERS Astral Seed Metacreativity Level: Shaper 8 Display: Material; see text Manifesting Time: 10 minutes Range: 0 feet Effect: One storage crystal Duration: Instantaneous Saving Throw: None Power Resistance: No Power Points: 15 This power weaves strands of astral ectoplasm into a crystal containing the seed of your living mind (hardness 1 and 1 hit point). Creating this astral seed requires you to burn 10,000 gp worth of incense. You can have only one astral seed in existence at any one time. Until such time as you perish, the astral seed (also called the storage crystal) is utterly inert. If you are slain at some later date, your soul transfers into the storage crystal, which begins to dimly glow. Upon transference, your physical remains (should they still exist) become inert matter and cannot thereafter be restored to life. The transfer from the slain body to the astral seed works over any distance, physical or extradimensional. Once your body’s physical demise activates the storage crystal, you have the abilities of a psicrystal of the appropriate level, plus all the powers you knew and the maximum power points you possessed when astral seed was manifested—but you also have a negative level that cannot be healed and that does not convert to real level loss in your current crystalline form. You have thirty days to grow an organic body, after which time your sentience fades and your soul passes on if it hasn’t entered a new body. To grow a body, you (in the storage crystal) must spend ten days in uninterrupted solitude. The body’s constituent parts are pulled as ectoplasm from the Astral Plane, then slowly molded and transformed into a living, breathing body that is an exact duplicate of your body at the time you manifested astral seed (the crystal itself breaks down and becomes a part of the new organic body). When the tenth day ends, you completely and totally inhabit the new body. You are returned to normal life; however, this entire process causes you to lose a level, as if you had been returned to life with the psionic raise dead power. You do not, however, have any of your equipment. If the body is struck for any amount of damage during the ten-day period when it is growing, it is destroyed and your soul passes on. Power Points: 1 You plant a compelling attraction in the mind of the subject. The attraction can be toward a particular person or an object. The subject will take reasonable steps to meet, get close to, attend, or find the object of its implanted attraction. For the purpose of this power, “reasonable” means that, while attracted, the subject doesn’t suffer from blind obsession. He will act on this attraction only when not engaged in combat. The subject won’t perform obviously suicidal actions. He can still recognize danger but will not flee unless the threat is immediate. If you make the subject feel an attraction to yourself, you can’t command him indiscriminately, although he will be willing to listen to you (even if he disagrees). This power grants you a +4 bonus on any interaction checks you make involving the subject (such as Bluff, Diplomacy, Intimidate, and Sense Motive). Augment: For every 2 additional power points you spend, this power’s save DC increases by 1; for every two increases to the DC, the bonus on interaction checks increases by 1. Aura Alteration Telepathy [Mind-Affecting] Level: Psion/Wilder 6 Display: Material Manifesting Time: 1 standard action Range: Medium (100 feet + 10 feet/ level) Target: One willing creature Duration: 10 minutes/level or instantaneous; see text Power Points: 11 You can use this power in one of two ways: to disguise the subject’s aura (alignment) and level, or to remove a compulsion or charm effect from the subject. Disguise: If you use this power to disguise the subject’s alignment and level, the power has a duration of 10 minutes per level. You can change the subject’s alignment by only one step. You can adjust the subject’s apparent level up or down by a number equal to onehalf your own level (rounded down) or less. Remove Compulsion: If you use this power to attempt to cleanse the subject’s aura of a baleful or controlling effect, the duration is instantaneous. This power can remove the compulsion of a curse or a geas/quest effect. It can also negate any charm and compulsion powers of 6th level or lower, such as crisis of breath or death urge. When aura alteration is manifested for this purpose, the subject gains another saving throw to remove the compulsion afflicting it against the original save DC, but with a +2 bonus. Augment: You can augment this power in any number Attraction of the following ways: Telepathy (Charm) [Mind-Affecting] 1. For every additional power point you spend, the Level: Mist Wanderer 1, Psion/Wilder 1, Swamp Lord 1 duration of the disguise aura increases by 10 minutes. Display: Auditory 2. If you spend 2 additional power points, the subject’s Manifesting Time: 1 standard action alignment shifts an additional step; if you spend Range: Close (25 feet + 5 feet/2 levels) 4 additional power points, the subject’s alignment Target: One creature changes to its opposite. Duration: 1 hour/level 3. For every two additional power points you spend, Saving Throw: Will negates the bonus to the new saving throw that is granted when Power Resistance: Yes removing compulsions increases by +1. 133 POWERS ▪ Aura Sight-Bend Reality Aura Sight Clairsentience Level: Psion/Wilder 4 Display: Visual Manifesting Time: 1 standard action Range: 60 feet Area: Cone-shaped emanation centered on you Duration: Concentration, up to 10 minutes/level Saving Throw: None Power Resistance: No Power Points: 7 You discern auras. Auras are invisible to the naked eye, but to a psionic viewer manifesting this power they appear as glowing halos or envelopes of colored light that surround all objects. The color of each aura reveals information to the psionic character. The amount of information revealed depends on how long you study a particular area. 1st Round: Presence of good and evil (or lawful and chaotic) auras in the area. You can’t pin an aura to a particular object or individual at this stage; instead, you see a colored haze suffusing the area. 2nd Round: Number of auras (creatures, objects, powers, or spells) in the area. You know how many auras are in the area, even though each aura doesn’t resolve to its actual location quite yet. 3rd Round: The owner of each aura is revealed, unless the individual is outside your line of sight. If a creature whose aura you detect has 5 or more Hit Dice than you do, you are overwhelmed by its presence and dazed for 1 round, and the power ends. In Arcanis, only creatures with an aura gained from a class ability (such a cleric’s Aura of Faith), Outsiders, Infernals, Extraplanar creatures, or creatures with an alignment subtype register with effects that detect alignments. Aversion Telepathy (Compulsion) [Mind-Affecting] Level: Telepath 2 Display: Auditory and material Manifesting Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Target: One creature Duration: 1 hour/level Saving Throw: Will negates Power Resistance: Yes Power Points: 3 You plant a powerful aversion in the mind of the subject. If the object of the implanted aversion is an individual or a physical object, she will prefer not to approach within 30 feet of it. If it is a word, she will try not to utter it; if it is an action, she will not willingly attempt to perform it; and if it is an event, she will not willingly attend it. The subject will take reasonable steps to avoid the object of its aversion, but will not put herself in jeopardy by doing so. If the subject is forced into taking an action she has an aversion to, she takes a –2 penalty on any attack rolls, ability checks, or skill checks involved. Augment: For every 2 additional power points you spend, this power’s save DC increases by 1. 134 Baleful Teleport Psychoportation (Teleportation) Level: Nomad 5 Display: Material and visual Manifesting Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Target: One corporeal creature Duration: Instantaneous Saving Throw: Fortitude half Power Resistance: Yes Power Points: 9 You psychoportively disperse minuscule portions of the subject, dealing 9d6 points of damage. Targets can be protected from the effects of baleful teleport by dimensional anchor. Augment: For every additional power point you spend, this power’s damage increases by 1d6 points. For each extra 2d6 points of damage, this power’s save DC increases by 1. Banishment, Psionic Psychoportation Level: Nomad 6 Display: Auditory and material Manifesting Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Targets: One or more extraplanar creatures, no two of which can be more than 30 feet apart Duration: Instantaneous Saving Throw: Will negates Power Resistance: Yes Power Points: 11 As the banishment spell, except as noted here. Psions gain no benefit from presenting objects or substances that the target hates, fears, or otherwise opposes. Augment: For every 2 additional power points you spend, this power’s save DC increases by 1 and your manifester level increases by 1 for the purpose of overcoming power resistance. Bend Reality Clairsentience Level: Psion/Wilder 8 Display: Visual Manifesting Time: 1 standard action Range: See text Target, Effect, or Area: See text Duration: See text Saving Throw: None; see text Power Resistance: Yes Power Points: 15, XP Bend reality lets you create nearly any type of effect. For example, bend reality can do any of the following: • Duplicate any psion power of 6th level or lower, provided the power is not of a discipline prohibited to you. • Duplicate any other power (but not a spell) of 5th level or lower, provided the power is not of a discipline prohibited to you. • Duplicate any psion power of 5th level or lower, even if it’s of a prohibited discipline. Bestial Form ▪ POWERS • Duplicate any other power (but not a spell) of 4th level or lower, even if it’s of a prohibited discipline. • Undo the harmful effects of many powers, such as psionic dominate, geas/quest, or insanity. • Produce any other effect whose power level is in line with the above effects, such as a single creature automatically hitting on its next attack or taking a –8 penalty on its next saving throw. A duplicated power allows saving throws and power resistance as normal (but the save DC is for a 8th-level power). When bend reality duplicates a power that has an XP cost, you must pay that cost or 300 XP, whichever is greater. When bend reality duplicates a spell with a material component, you must pay additional XP equal to the value of the material component divided by 5. You cannot duplicate the effects of a power that is of a type that you cannot manifest; for example, a manifester who cannot normally manifest an entropic power or a preternatural power may not use bend reality to do so. In Living Arcanis, you may not use this power to duplicate the effects of any power that requires campaign documentation to learn or manifest. XP Cost: 300 XP or more (see above). powers, cast spells, or use skills that require thought to use (such as knowledge skills, psicraft or spellcraft) while affected by this power. Finally, your thickened hide grants you Damage Reduction 3/silver. However, some measure of these changes remains imprinted on your psyche for longer than the duration of this power. For 24 hours following the use of this power you suffer a -2 penalty to all Charisma-based skills (except Use Magic Device and Use Psionic Device) as your bestial nature sometimes comes to the fore. Multiple uses of this power within a 24 hour period do result in a cumulative stacking of this penalty. As with other magical and psionics effects that increase a creature’s size, multiple applications of this power do not stack. Nor does this power stack with other powers that increase a creature’s size (such as expansion). Special: There are two special sets of rules that surround this power: 1. For an Egoist to learn this power, they must have access to the bloodline powers of one of the following families: val’Dellenov, val’Haupt, or val’Tensen 2. A val’Dellenov Shaper of Flesh who uses this power while using her Form of the Predator ability does not gain the bonuses to Strength and Constitution, nor Bestial Form does she suffer the penalty to Charisma skills that Psychometabolism follows the use of this power. All other benefits and Level: 5 (See val’Dellenov Shaper of Flesh prestige penalties of the power remain in effect. The class), Egoist 7, Psychic Warrior 5, Wilder 6 damage reduction granted by this power Display: Visual does not stack with that granted by Manifesting Time: 1 standard action the val’Dellenov Shaper of the Flesh Range: Personal prestige class. Target: You Augment: This power can be Duration: 1 round / level (D) augmented in one or more of the Saving Throw: Will negates (harmless) following means: Power Resistance: Yes (harmless) 1. By spending 8 additional power Power Points: 7 (Psychic Warrior, val’Dellenov points, you may manifest this Shaper of Flesh), 9 (Wilder), 11 (Egoist) power as a swift action. 2. For every additional 6 power You embrace the beast that lies within and draw points you spend while its presence to the forefront. Your body shifts manifesting this power, the and changes as a result of this mental change. granted damage reduction Your hands enlarge into paws, and your arms, is increased by 3 (to a shoulders, and torso shift so that you lope maximum of DR 9/ on all fours instead of walking upright. silver). As a result of these changes, your size category increases by one step. Due to your new size you gain a +4 size bonus to Strength and Constitution, but suffer a -2 size penalty to Dexterity. You also suffer a size penalty to Armor Class, and attack rolls based on your new size, but gain a bonus to grapple and increased weapon damage as well. While in this new form you lose the ability to wear armor (including robes), and any item that occupies the head slot (helms, crowns, headbands, and such). This is because the shape of your head changes as your skull thickens, granting you a head-butt attack (treat as a slam attack based off your new size). Parceled with this thicker skull is a reduced ability to reason and think cohesively; thus you cannot manifest 135 POWERS ▪ Bestial Healing-Body Adjustment Bestial Healing Psychometabolism Level: 5 (See val’Dellenov Shaper of Flesh prestige class) Display: Auditory Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 minute Saving Throw: Fortitude negates (harmless) Power Resistance: No Power Points: 10 You summon the resilience of the wild beast, and with a touch of Saluwe’s will you imbue that resilience onto yourself. You gain Fast Healing 3 for the duration of this power. Augment: This power can be augmented in one or more of the following means. Power points spent towards augmentation do not stack between the various means of augmenting this power. 1. For every additional 5 power points you spend while manifesting this power, its duration is increased by 1 minute. 2. For every additional 3 power points you spend while manifesting this power, the granted fast healing is increased by 1 (maximum 5). Bestow Power Telepathy [Mind-Affecting] Level: Mist Wanderer 3, Psion/Wilder 2, Rhi’zen 3, Adept of Shadows 3 Display: Mental Manifesting Time: 1 standard action Range: 20 feet Target: One psionic creature Duration: Instantaneous Saving Throw: None Power Resistance: No Power Points: 3 (Psion/Wilder), 5 (Mist Wanderer, Rhi’zen, Adept of Shadows) You link your mind with another psionic creature’s mind, creating a brief conduit through which mental energy can be shared. When you manifest this power, the subject gains up to 2 power points. You can transfer only as many power points to a subject as it has manifester levels. Because of the intimate nature of this power, it cannot be fabricated into a psionic item—only power points generated by a psionic creature in the moment can be shared using bestow power. Augment: For every 3 additional power points you spend, the subject gains 2 additional power points. Power Points: 3 (Psion/Wilder, Swamp Lord), 1 (Psychic Warrior, Rhi’zen) You can toughen your body against wounds, lessening their impact. During the duration of this power, you gain damage reduction 2/–. This damage reduction does not stack with other sources of damage reduction unless they specifically allow for stacking. Augment: For every 3 additional power points you spend, your damage reduction increases by 1. Bite of the Wolf Psychometabolism Level: Psychic Warrior 1 Display: Visual; see text Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 minute/level Power Points: 1 Your posture becomes stooped forward, and you grow a muzzle complete with fangs. You gain one bite attack each round, instead of or in addition to any other attacks you have, that deals 1d8 points of damage (assuming you are a Medium creature) when it hits. Your bite attack is a natural weapon, so you are considered armed when attacking with it, and it can be affected by powers, spells, and effects that enhance or improve natural weapons. You can choose to deal nonlethal damage with your bite, taking the standard –4 penalty on your attack roll. If you bite as your only attack, you use your highest base attack bonus on the attack roll, and you can apply your full Strength bonus to damage. If you bite in addition to making other attacks, the bite is a secondary attack (suffering a –5 penalty to attack from your highest attack bonus, and only receiving half your Strength bonus to damage). If you are not a Medium creature, your bite attack’s base damage varies as follows: Fine 1d2, Diminutive 1d3, Tiny 1d4, Small 1d6, Large 2d6, Huge 2d8, Gargantuan 4d6, Colossal 6d6. Based on your Psychic Warrior level, your bite increases in ferocity as noted here: at 5th level your bite deals an extra 1d8 points of damage, at 10th level an extra 2d8, at 15th level an extra 3d8, and at 20th level an extra 4d8 points. Body Adjustment Psychometabolism (Healing) Level: Mist Wanderer 2, Psion/Wilder 3, Psychic Warrior 2, Rhi’zen 2, Swamp Lord 3, Adept of Shadows 2 Display: Auditory and material Biofeedback Manifesting Time: 1 round Psychometabolism Range: Personal Level: Psion/Wilder 2, Psychic Warrior 1, Rhi’zen 1, Target: You Swamp Lord 2 Duration: Instantaneous Display: Material and visual Power Points: 5 (Psion/Wilder, Swamp Lord), 3 Manifesting Time: 1 standard action (Mist Wanderer, Psychic Warrior, Rhi’zen, Adept of Range: Personal Shadows) Target: You You take control of your body’s healing process, curing Duration: 1 minute/level (D) yourself of 1d12 points of damage. As usual, when 136 Body Equilibrium-Break Enchantment, Psionic ▪ POWERS regular damage is healed, an equal amount of nonlethal damage is also healed. Augment: For every 2 additional power points you spend, this power heals an additional 1d12 points of damage. Body Equilibrium Psychometabolism Level: Mist Wanderer 2, Psion/Wilder 2, Psychic Warrior 2, Rhi’zen 2, Swamp Lord 2, Adept of Shadows 1 Display: Material and visual Manifesting Time: 1 standard action Range: Personal Target: You Duration: 10 minutes/level (D) Power Points: 3 (Mist Wanderer, Psion/Wilder, Psychic Warrior, Rhi’zen, Swamp Lord), 1 (Adept of Shadows) You can adjust your body’s equilibrium to correspond with any solid or liquid that you stand on. Thus, you can walk on water, quicksand, or even a spider’s web without sinking or breaking through (this effect does not confer any resistance to particularly sticky webs). You can move at your normal speed, but you cannot run (x4 speed) or charge on an unfirm surface without sinking or breaking through. If you fall from any height while using this power, damage from the impact is halved. Body Purification Psychometabolism (Healing) Level: Psion/Wilder 3, Psychic Warrior 2, Swamp Lord 3 Display: Auditory and material Manifesting Time: 1 round Range: Personal Target: You Duration: Instantaneous Power Points: 5 (Psion/Wilder, Swamp Lord), 3 (Psychic Warrior) You restore up to 2 points of damage to a single ability score. You cannot use body purification to heal ability drain or ability burn. Augment: You can augment this power using one or both of the following options: 1. For every additional power point you spend, this power heals 1 additional point of damage to the same ability score. 2. If you spend 6 additional power points, this power can heal ability drain. It cannot, however, heal ability burn. Saving Throw: None Power Resistance: No Power Points: 1 You create 2d4 ectoplasmic crossbow bolts, arrows, or sling bullets, appropriate to your size, which dissipate into their constituent ectoplasmic particles when the duration ends or after being fired. Ammunition you create has a +1 enhancement bonus on attack rolls and damage rolls. You may pass the created ammunition to others as desired. Augment: You can augment this power in one or both of the following means: 1. For every 3 additional power points you spend, this power improves the ammunition’s enhancement bonus on attack rolls and damage rolls by 1. You cannot create an enhancement bonus higher than +5. 2. For each 3 additional power points you spend, this power creates an additional 2d4 pieces of ammunition. All of the created ammunition is of the same type. Brain Lock Telepathy (Compulsion) [Mind-Affecting] Level: Telepath 2 Display: Material and visual Manifesting Time: 1 standard action Range: Medium (100 feet + 10 feet/ level) Target: One humanoid Duration: Concentration + 1 round Saving Throw: Will negates Power Resistance: Yes Power Points: 3 The subject’s higher mind is locked away. He stands dazed, unable to take psionic actions for the duration of the power. A brain locked subject is not stunned, so attackers get no special advantage against him. Augment: You can augment this power in one or both of the following ways: 1. If you spend 2 additional power points, this power can also affect an animal, giant, magical beast, or monstrous humanoid. 2. If you spend 4 additional power points, this power can also affect an aberration, dragon, elemental, or outsider. Break Enchantment, Psionic Psychometabolism Level: Psion/Wilder 5, Psychic Warrior 4 Display: Mental Manifesting Time: 1 minute Range: Close (25 feet + 5 feet/ 2 levels) Targets: Up to one creature per level, all within 30 feet of each other Duration: Instantaneous Saving Throw: See text Bolt Power Resistance: No Metacreativity (Creation) Level: Mist Wanderer 1, Psion/Wilder 1, Adept of Power Points: 7 (Psychic Warrior), 9 (Psion/Wilder) As the break enchantment spell, except as noted here. Shadows 1 Display: Material Breath of Neroth Manifesting Time: 1 standard action Psychometabolism [Acid] Range: 0 feet Level: Psion/Wilder 6, Psychic Warrior 6, Swamp Effect: A normal bolt, arrow, or sling bullet Lord 6 Duration: 1 minute/level 137 POWERS ▪ Burst-Catfall Display: Visual Manifesting Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Area: Cone-shaped burst originating from you Duration: Instantaneous Saving Throw: Reflex half Power Resistance: Yes Power Points: 11 Your mouth spews forth vitriolic acid that deals 11d6 points of acid damage to any targets in the area. Augment: For every additional power point you spend, this power’s damage increases by 1d6 points. hand (actually, it is a real weapon hailing from another location in space and time). You don’t have to see or know of a weapon to call it—in fact, you can’t call a specific weapon; you just specify the kind. If you call a projectile weapon, it comes with 3d6 nonmagical bolts, arrows, or sling bullets, as appropriate. The weapon is made of ordinary materials as appropriate for its kind. If you relinquish your grip on the weapon you called for 2 or more consecutive rounds, it automatically returns to wherever it originated from. Weapons gained by call weaponry are distinctive due to their astral glimmer. They are considered magic weapons and thus are effective Burst against damage reduction that requires a magic weapon Psychoportation to overcome. Level: Nomad 1, Psychic Warrior 1, Rhi’zen 1, Adept Augment: For every 4 additional power points you of Shadows 1 spend, this power improves the weapon’s enhancement Display: Auditory bonus on attack rolls and damage rolls by 1 (the Manifesting Time: 1 swift action weapon starts without an enhancement bonus); the Range: Personal maximum enhancement bonus you can create is +5. Target: You Duration: 1 round Catapsi Power Points: 1 Telepathy [Mind-Affecting] This power increases your land speed by 10 feet. (This Level: Mist Wanderer 4, Psion/Wilder 5, Psychic adjustment counts as an enhancement bonus to speed.) Warrior 5, Swamp Lord 5 You can manifest this power with an instant thought, Display: Mental and visual quickly enough to gain the benefit of the power on Manifesting Time: 1 standard action your turn before you move. Manifesting this power Range: 30 feet is a swift action, like manifesting a quickened power, Area: 30-foot-radius emanation centered on you and it counts toward the normal limit of one quickened Duration: 1 round/level power per round. You cannot manifest this power when Saving Throw: Will negates; see text it isn’t your turn. Power Resistance: Yes Power Points: 9 (Psion/Wilder, Psychic Warrior, Call to Mind Swamp Lord), 7 (Mist Wanderer) Telepathy [Mind-Affecting] By manifesting this power, you generate psychic static, Level: Psion/Wilder 1, Swamp Lord 1 interfering with the ability of other psionic characters to Display: Mental manifest their powers or use psi-like abilities (you are Manifesting Time: 1 minute not affected by your own catapsi manifestation). All Range: Personal psionic activity within the area requires 4 more power Target: You points to manifest than normal, unless a character Duration: Instantaneous makes a Will save each time he attempts to manifest Power Points: 1 a power. Using a psi-like ability becomes a full-round By meditating on a subject, you can recall natural action instead of a standard action in a catapsi field. If memories and knowledge otherwise inaccessible to two or more fields of catapsi overlap, the effects are you. not cumulative. On a failed Knowledge check, you can manifest this The limit on the number of power points a power to gain a new check with a +4 competence subject can spend on a power remains in effect; thus, bonus. If successful, you instantly recall what was a subject may not be able to manifest its highestpreviously buried in your subconscious. level powers. If manifesting a power would cause the manifester to exceed his available power points or his Call Weaponry spending limits, the manifestation fails automatically, Psychoportation (Teleportation) but no power points are expended. Level: Psychic Warrior 1, Rhi’zen 1 Augment: For every 4 additional power points you Display: Material spend, this power’s range and the radius of its area both Manifesting Time: 1 round increase by 5 feet. Range: 0 feet Effect: One weapon; see text Catfall Duration: 1 minute/level; see text (D) Psychoportation Saving Throw: None Level: Mist Wanderer 1, Psion/Wilder 1, Psychic Warrior Power Resistance: No 1, Rhi’zen 1, Swamp Lord 1, Adept of Shadows 1 Power Points: 1 Display: Auditory You call a weapon “from thin air” into your waiting Manifesting Time: 1 immediate action 138 Chameleon-Clairvoyant Sense ▪ POWERS Chosen Defender Psychoportation (Teleportation) Level: 1 (see val’Assante Order of the Solemn Vows prestige class), Nomad 4, Psychic Warrior 3, Rhi’zen 4 Display: Visual Manifesting Time: 1 immediate action Range: Close (25 feet + 5 feet/2 levels) Targets: You and one ally within range Duration: Instantaneous Saving Throw: Will negates (harmless, object) Power Resistance: Yes (harmless, object) Power Points: 1 (val’Assante Order of the Solemn Vows), 5 (Psychic Warrior), 7 (Nomad, Rhi’zen) You instantly juxtapose yourself between your ally and an attack he or she was about to receive. The attack roll is resolved against your AC, not your ally’s AC. You suffer any effects from a successful attack, your ally suffers none. After the attack is complete, you return to the square where you originally were; you are not Chameleon considered to be squeezing when resolving the attack. Psychometabolism Level: Mist Wanderer 2, Egoist 2, Psychic Warrior 1, You can manifest this power instantly, quickly enough to gain its benefit in an emergency. You can use this Adept of Shadows 1 power even when it is not your turn. Display: Olfactory Augment: If you spend an extra 4 power points, this Manifesting Time: 1 standard action power’s duration is changed to 1 round, and you absorb Range: Personal all attacks directed against the targeted ally until the Target: You start of your next action, when this power ends. Duration: 10 minutes/level (D) Power Points: 1 (Psychic Warrior, Adept of Shadows), Clairtangent Hand 3 (Mist Wanderer, Egoist) Your skin and equipment take on the color and texture Clairsentience (Scrying) of nearby objects, including floors and walls. You Level: Seer 5 Display: Auditory, mental, and visual receive a +10 enhancement bonus on Hide checks. Manifesting Time: 1 standard action Range: See text Charm, Psionic Area: See text Telepathy (Charm) [Mind-Affecting] Duration: Up to 1 minute/level; see text (D) Level: Telepath 1 Saving Throw: None Display: Mental Power Resistance: No Manifesting Time: 1 standard action Power Points: 9 Range: Close (25 feet + 5 feet/2 levels) You can emulate a far hand effect at any distance while Target: One humanoid simultaneously emulating clairvoyant sense to target Duration: 1 hour/level your far hand; see the appropriate power descriptions. Saving Throw: Will negates Clairtangent hand’s duration is up to 1 minute per level Power Resistance: Yes when used with a far hand effect. Power Points: 1 As the charm person spell, except as noted here. Augment: You can augment this power in one or more Clairvoyant Sense Clairsentience (Scrying) of the following ways: 1. If you spend 2 additional power points, this power Level: Seer 2 can also affect an animal, giant, magical beast, or Display: Auditory and visual Manifesting Time: 1 standard action monstrous humanoid. 2. If you spend 4 additional power points, this power Range: See text can also affect an aberration, dragon, elemental, or Effect: Psionic sensor outsider in addition to the creature types mentioned Duration: 1 minute/level (D) Saving Throw: None above. 3. If you spend 4 additional power points, this power’s Power Resistance: No Power Points: 3 duration increases to one day per level. In addition, for every 2 additional power points you You can see and hear a distant location almost as if spend to achieve any of these effects, this power’s save you were there. You don’t need line of sight or line of effect, but the locale must be known—a place familiar DC increases by 1. to you or an obvious one, such as behind a door, around a corner, or in a grove of trees. Once you have selected Range: Personal Target: You Duration: Until landing or 1 round/ level Power Points: 1 You recover instantly from a fall and can absorb some damage from falling. You land on your feet no matter how far you fall, and you take damage as if the fall were 10 feet shorter than it actually was. This power affects you and anything you carry or hold (up to your maximum load). You can manifest this power with an instant thought, quickly enough to gain the benefit of the power while you fall. You can manifest this power even when it isn’t your turn. You cannot use this power to prevent yourself from being subjected to a trip attack. Augment: For every additional power point you spend, this power reduces your damage as if the fall were an additional 10 feet shorter. 139 POWERS ▪ Claw of Energy-Claws of the Vampire the locale, the focus of your clairvoyant sense doesn’t move, but you can rotate it in all directions to view the area as desired. Unlike other scrying powers, this power does not allow psionically or supernaturally enhanced senses to work through it. If the chosen locale is magically or psionically dark, you see nothing. If it is naturally pitch black, you can see in a 10-foot radius around the center of the power’s effect or out to the extent of your natural darkvision. The power does not work across planes. Your claws work just like the natural weapons of many monsters. You can make an attack with one claw or a full attack with two claws at your normal attack bonus, replacing your normal attack routine. You take no penalties for two-weapon fighting, and neither attack is a secondary attack. If your base attack bonus is +6 or higher, you do not gain any additional attacks—you simply have two claw attacks at your normal attack bonus. You can manifest this power with an instant thought, quickly enough to gain the benefit of the power on your turn before you attack. Manifesting this power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You cannot manifest this power when it isn’t your turn. You can call or dismiss the claws as a swift action during the duration of the power. If you attack with a manufactured weapon or another natural attack, you can’t make any claw attacks in that round. You can still hold and manipulate items with your claws or cast spells just as well as you could with your hands. Augment: If you spend additional power points, you can create larger, sharper, and more deadly claws, as shown on the table below. Claw of Energy Psychokinesis [see text] Level: Psychic Warrior 4 Display: Visual Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level Power Points: 7 If you have a claw attack (either from an actual natural weapon or from an effect such as claws of the beast), you can use this power to energize that weapon. The claw attack deals an extra 1d6 points of cold, electricity, or fire damage (as chosen by you at the time of manifestation) on a successful hit. On a critical Power Claw Damage hit, it deals an extra 1d10 points of energy damage. If Points Small Medium Large the claw’s critical multiplier is x3, add 2d10 points of energy damage instead; if the multiplier is x4, add 3d10 1 1d3 1d4 1d6 points of energy damage. 3 1d4 1d6 1d8 This power can be manifested on a claw attack that already deals energy damage, but if the 5 1d6 1d8 2d6 claw already deals the same type of damage as the 7 1d8 2d6 3d6 power, the effects stack. If this power is manifested on a claw attack already benefiting from the effect 11 2d6 3d6 4d6 of the power, the newer manifestation supersedes the 15 3d6 4d6 5d6 older manifestation, even if both manifestations are of 19 4d6 5d6 6d6 different energy types. This power’s subtype is the same as the type of energy infused in the natural weapon. Claws of the Vampire Psychometabolism Claws of the Beast Level: Psychic Warrior 3 Psychometabolism Display: Material and visual Level: Mist Wanderer 1, Psychic Warrior 1 Manifesting Time: 1 standard action Display: Visual Range: Personal Manifesting Time: 1 swift action Target: You Range: Personal Duration: 1 round/level Target: You Power Points: 5 Duration: 1 hour/level If you have a claw attack (either from an actual natural Power Points: see text weapon or from an effect such as claws of the beast), You call forth the aggressive nature of the beast you can use this power to change the nature of that inherent in yourself, psionically transforming your weapon. When this power is manifested, your claws hands into deadly claws. You gain two natural attacks take on an ominous glimmer. Each time you make with your claws, each dealing 1d4 points of damage a successful claw attack against a living creature of (1d6 if you are Large, or 1d3 if you are Small) plus Small or larger size, you are healed of some amount your Strength bonus. of damage. Your claws are natural weapons, so you are You heal a number of hit points equal to half considered armed when attacking with them, and they the base damage dealt by your claws of the vampire, can be affected by powers, spells, and effects that rounded down (additional damage dealt because of a enhance or improve natural. You can choose to deal high Strength score or other enhancements, including nonlethal damage with your claws, taking the standard enhancement bonuses, does not count toward the –4 penalty on your attack roll. amount you heal). You heal as many hit points as can 140 Cloud Mind-Conceal Thoughts ▪ POWERS be gained while the creature remains at 1 hit point or higher. Any damage that would reduce the creature to 0 or fewer hit points does not benefit you. You do not heal damage if your attack deals nonlethal damage, such as when you attack a creature that has the regeneration ability. Moreover, you gain no healing from attacking any creature that is under the effect of biofeedback. Using fission on yourself and then attacking your duplicate also fails to grant any healing. This power causes instant diminution, halving your height, length, and width and dividing your weight by 8. This decrease changes your size category to the next smaller one. You gain a +2 size bonus to Dexterity, a –2 size penalty to Strength (to a minimum effective Strength score of 1), a +1 size bonus on attack rolls, and a +1 size bonus to Armor Class due to your reduced size. If your new size is Tiny, you have a space of 2 1/2 feet and a natural reach of 0 feet (meaning that you must enter an opponent’s square to attack). If your new size is Diminutive, you have a space of 1 foot and a natural reach of 0 feet. This power doesn’t change your speed. All your equipment, worn or carried, is similarly reduced by the power. Melee and projectile weapons deal less damage. Other psionic or magical properties are not affected by this power (with the exception of power that grant natural weapons, the damage done by such power is affected by the manifesting of this power). Any affected item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them). Multiple effects that reduce size do not stack, which means (among other things) that you can’t use a second manifestation of this power to further reduce yourself. Augment: You can augment this power in one or more of the following ways: 1. If you spend 6 additional power points, this power decreases your size by two size categories. You gain a +4 size bonus to Dexterity, a –4 size penalty to Strength (to a minimum effective Strength score of 1), a +2 size bonus on attack rolls, and a +2 size bonus to Armor Class due to your reduced size. 2. If you spend 6 additional power points, you can manifest this power as a swift action instead of a standard action. 3. If you spend 2 additional power points, this power’s duration is 1 minute per level rather than 1 round per level. Cloud Mind Telepathy [Mind-Affecting] Level: Mist Wanderer 2, Psion/Wilder 2, Swamp Lord 2, Adept of Shadows 2 Display: None Manifesting Time: 1 standard action Range: Close (25 feet +5 feet/2 levels) Target: One creature Duration: 1 minute/level Saving Throw: Will negates Power Resistance: Yes Power Points: 3 You make yourself completely undetectable to the subject by erasing all awareness of your presence from its mind. This power has the following effects. First, you are invisible and inaudible to the creature. It cannot even detect your presence by means of blindsense, blindsight, scent, or tremorsense. It cannot pinpoint your location by any means. Second, the subject remains unaware of your actions, provided you do not make any attacks or cause any obvious or directly threatening changes in the subject’s environment. If you attack the subject creature, the effect ends. If you take an action that creates a sustained and obvious change in the subject’s environment—for example, attacking a creature aside from the subject or moving a large or attended object the subject can see—the subject immediately gains a new saving throw against the power. An ally of the subject creature that is able to see or perceive you can use a move action to warn the subject and thereby grant it a new saving Conceal Thoughts throw. Telepathy [Mind-Affecting] Level: Mist Wanderer 1, Psion/Wilder 1, Psychic Warrior Cloud Mind, Mass 1, Rhi’zen 3, Swamp Lord 1, Adept of Shadows 2 Telepathy [Mind-Affecting] Display: Mental Level: Psion/Wilder 6, Swamp Lord 6 Manifesting Time: 1 standard action Target: One creature/level Range: Close (25 feet + 5 feet/2 levels) Power Points: 11 Target: One willing creature As cloud mind, except as noted above. Each creature is Duration: 1 hour/level affected individually. Saving Throw: Will negates (harmless) Power Resistance: Yes (harmless) Compression Power Points: 1 (Mist Wanderer, Psion/Wilder, Psychic Psychometabolism Warrior), 3 (Adept of Shadows), 5 (Rhi’zen) Level: Psychic Warrior 1, Rhi’zen 1 You protect the subject’s thoughts from analysis. While Display: Olfactory the duration lasts, the subject gains a +10 circumstance Manifesting Time: 1 standard action bonus on Bluff checks against those attempting to Range: Personal discern its true intentions with Sense Motive. It also Target: You gains a +4 bonus on its saving throw against any power Duration: 1 round/level (D) or spell used to read its mind (such as read thoughts or Power Points: 1 mind probe). 141 POWERS ▪ Concealing Amorpha-Contingency, Psionic Concealing Amorpha Metacreativity (Creation) Level: Mist Wanderer 2, Psion/Wilder 2, Psychic Warrior 2, Swamp Lord 2, Adept of Shadows 2 Display: Material; see text Manifesting Time: 1 standard action Range: 0 feet Effect: Quasi-real amorphous film centered on you Duration: 1 minute/level (D) Power Points: 3 Using concealing amorpha, you weave a quasi-real membrane around yourself. You remain visible within the translucent, amorphous enclosure. This distortion grants you concealment (opponents have a 20% miss chance), thanks to the rippling membrane encasing your form. You can pick up or drop objects, easily reaching through the film. Anything you hold is enveloped by the amorpha. Likewise, you can engage in melee, make ranged attacks, and manifest powers without hindrance. Any effect that allows a creature to see through illusion or similar effects also allows them to see through the membrane well enough to ignore the concealment granted by this power; for example, a true seeing spell can see through the effects of this power. Nonmagical, unattended objects (including doors, walls, locks, and so on) may also be damaged by this power (however hardness applies). Augment: You can augment this power in one or both of the following ways: 1. For every 3 additional power points you spend, this power’s damage increases by 2d6 points. 2. For every 2 additional power points you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power. Concussion Wave Psychokinesis [Force] Level: Psion/Wilder 3 Display: Auditory Manifesting Time: 1 standard action Range: 20 feet Effect: 20-foot radius blast centered on you Duration: Instantaneous Saving Throw: Fortitude half Power Resistance: Yes Power Points: 5 You release a shockwave of telekinetic force that expands outwards from you, hurtling through targets and pushing small objects before it (any object of 5 lbs. or less that survives the blast is expelled to the outside of the blast area). All creatures and objects within the area of effect are struck for 4d6 force damage. Augment: You can augment this power in one or both of the following ways: 1. For every additional power point you spend, this power’s damage increases by one die (d6). For each extra two dice of damage, this power’s save DC increases by 1. 2. For every 4 additional power points you spend, the range and radius of effect are increased by 10 feet. Concealing Amorpha, Greater Metacreativity (Creation) Level: Mist Wanderer 4, Shaper 3, Psychic Warrior 3, Adept of Shadows 4 Duration: 1 round/level (D) Power Points: 5 (Shaper, Psychic Warrior), 7 (Mist Wanderer, Adept of Shadows) As concealing amorpha, except the quasi-real membrane so distorts your image and actual position that you gain total concealment (opponents have a 50% miss chance), but for a shorter period of time. Any effect that allows a creature to see through illusion or similar effects also allows them to see through the membrane well enough to ignore the Contingency, Psionic concealment granted by this power; for example, a true Clairsentience seeing spell can see through the effects of this power. Level: Psion/Wilder 6, Swamp Lord 6 Display: Olfactory Concussion Blast Manifesting Time: 10 minutes or longer; see text Psychokinesis [Force] Range: Personal Level: Psion/Wilder 2 Target: You Display: Auditory Duration: One day/level (D) or until discharged Manifesting Time: 1 standard action Power Points: 11, XP Range: Medium (100 feet + 10 feet/ level) You can place another power upon your person so that Target: One creature or object it comes into effect under some condition you dictate Duration: Instantaneous when manifesting psionic contingency. The psionic Saving Throw: None contingency power and the companion power are Power Resistance: Yes manifested at the same time. The 10-minute manifesting Power Points: 3 time is the minimum total for both manifestations; if A subject you select is pummeled with telekinetic force the companion power has a manifesting time longer for 2d6 points of force damage. You can choose to have than 10 minutes, use that instead. The power to be the power deal an equal amount of nonlethal damage brought into effect by the psionic contingency must be instead. Concussion blast always affects a subject one that affects your person and be of a power level no within range that you can see, even if the subject is higher than one-third your manifester level (rounded in melee or has cover or concealment (you cannot use down, maximum 6th level). this power against creatures with total cover or total The conditions needed to bring the power into concealment). effect must be clear, although they can be general. In 142 Control Air-Control Flames ▪ POWERS all cases, the psionic contingency immediately brings into effect the companion power, the latter being “manifested” instantaneously only when the prescribed circumstances occur. If complicated or convoluted conditions are prescribed, the power combination (psionic contingency and the companion power) may fail when called on. You can use only one psionic contingency companion power at a time; if a second is manifested, the first one (if still active) is dismissed. XP Cost: 15 XP. Control Air Psychokinesis Level: Kineticist 2 Display: Mental Manifesting Time: 1 standard action Range: Long (400 feet + 40 feet/level) Area: 50-foot-radius spread Duration: Concentration, up to 1 minute/level Saving Throw: None Power Resistance: No Power Points: 3 You have some control over wind speed and direction. The speed of the wind within the area of this power can be increased or decreased by up to 10 miles per hour. You can spend as many as 5 additional power points to augment this power, with each point allowing you to modify the wind speed by an additional 10 miles per hour, to a maximum change in wind speed of 60 miles per hour. This power also gives you the ability to alter the direction of the wind by as much as 90 degrees. Powerful enough winds can cause creatures to be blown away, knocked down, or checked. Augment: See above. Control Body Psychokinesis Level: Kineticist 4 Display: Material Manifesting Time: 1 standard action Range: Medium (100 feet + 10 feet/level) Target: One Medium or smaller creature with humanoid physiology Duration: Concentration, up to 1 minute/level Saving Throw: Fortitude negates Power Resistance: Yes Power Points: 7 You psychokinetically control the actions of any humanoid (including undead or outsiders with a humanoid physiology) that is within range and to which you have line of sight. Control body doesn’t require mental contact with the subject, since you are actually forcing limb movements independent of the target’s mind. You can force the subject to stand up, sit down, walk, turn around, and so on, but operating the vocal cords is too difficult. You can also hold the subject immobile, rendering it helpless. You cannot force the subject to manifest powers, cast spells, or use any special ability that is not a function of just its body movements. If you lose line of sight to the subject, the effect of this power ends. If you force the subject to engage in combat, its attack bonus is equal to your base attack bonus + your Intelligence bonus, and its bonus on damage rolls is equal to your Intelligence bonus. A subject of this power cannot make attacks of opportunity. The subject gains no benefit to Armor Class from its Dexterity, but it does gain a bonus to its AC equal to your Intelligence bonus. Although the subject’s body is under your control, the subject’s mind is not. Creatures capable of taking purely mental actions (such as manifesting powers) can do so. The subject of this power also receives a new saving throw each round to shrug off the effects of this power. Augment: You can augment this power in one or both of the follows ways: 1. For every 2 additional power points you spend, this power can affect a target one size category larger. 2. For each 2 additional power points you spend, the saving throw DC for this power is increased by +1. Control Flames Psychokinesis [Fire] Level: Psion/Wilder 1, Swamp Lord 1 Display: Auditory Manifesting Time: 1 standard action Range: Medium (100 feet + 10 feet/level) Area: One nonmagical fire source; see text Duration: Concentration, up to 1 minute/level Saving Throw: See text Power Resistance: No Power Points: 1 You pyrokinetically control the intensity or movements of one fire source. A nonmagical fire source can be controlled if it is equal to or smaller than the maximum size of fire you can control according to your manifester level, as noted on the accompanying table. You can freely switch control between fire sources, or change the nature of your control, while you maintain concentration, but only one specified change (keeping a fire burning, animating it, or altering its size) can be made to one fire source in a round. When your control over a fire source lapses, that fire immediately returns to its original state (or goes out if it has no fuel or has been moved away from its original location). With this power, you can artificially keep a fire burning that would normally expire for lack of fuel; even dousing a controlled flame with water does not put it out (though completely submerging the flame would). Normally, a creature at risk of catching on fire can avoid this fate by making a DC 15 Reflex saving throw, with success indicating that the fire has gone out. If the fire is one that has been kept burning by the use of control flames, then the DC of the Reflex save needed to put out the flames increases to 25. This power also enables you to make a fire move as if it were a living creature. You can animate only a naturally burning fire; if you attempt to animate one that has been increased or decreased in size by your augmentation of this power, the fire immediately returns to its original size. An animated fire moves at a speed of 30 feet. A fire that moves away from its fuel or its original location dies as soon as your control over it lapses. 143 POWERS ▪ Control Light-Control Object An animated fire can enter any square, even if a creature already occupies it. If an animated fire enters a square occupied by a creature, that creature can make a Reflex save to get out of the way (DC 11 + the number of dice of damage the fire does + your Int modifier if you are a psion or your Cha modifier if you are a wilder). A successful Reflex save moves the creature to the nearest unoccupied square. The flames deal the indicated damage to any creature that is either on fire or surrounded by the flames ((in the fire’s space); see the accompanying table). At the start of your turn, the animated fire deals damage to any creature in its space, and the creature catches on fire unless it makes a Reflex save (DC as noted above). A victim on fire takes 1d6 points of damage each round. Additional rounds in the same space as the animated fire occupies mean additional chances of ignition. The damage from multiple normal fires stacks, but the victim gets a saving throw each round to negate each fire. It is possible to switch control from the animated fire (causing it to disappear) to intensify flames that are already burning (thus denying the foe Reflex saves after the first). Augment: You can augment this power in one or both of the following ways: 1. For every 2 additional power points you spend, you can increase the size of a fire you want to control by one step, up to the maximum size of fire you can control according to your manifester level. 2. For every 2 additional power points you spend, you can decrease the size of a fire you want to control by one step. You can reduce a Tiny or smaller fire to nothing, extinguishing it. Control Light Psychokinesis [see text] Level: Psion/Wilder 1, Swamp Lord 1, Adept of Shadows 1 Display: Visual Manifesting Time: 1 standard action Range: Medium (100 feet + 10 feet/level) Area: Nine 10-foot cubes + three 10-foot cubes/level Duration: Concentration, up to 1 minute/level, or 1 round; see text Saving Throw: None Power Resistance: No Power Points: 1 Control Flames Manifester Level 1st–2nd 3rd–4th 5th–6th 7th–8th 9th–10th 11th–12th 13th–14th 15th–16th 17th or higher 144 Fire Size Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal Example Tindertwig Torch Small campfire Large campfire Forge Bonfire Burning shack Burning tavern Burning inn By manipulating the ambient light level, you can decrease or increase the illumination of an area. The change in illumination can be gradual (taking as long as 1 minute) or sudden (occurring immediately when you manifest this power). You can alter the level of illumination from its original level at any time during the power’s duration. Decrease: You can decrease the illumination of an area by as little as 5% (barely perceptible) or as much as 100% (total darkness). If you decrease the light by 50% or more, the visual ability of creatures that depend on light to see declines accordingly. If you decrease the ambient light in an area by 100%, even those with lowlight vision are unable to see within the affected area. For each 25% decrease in ambient light, characters in the area gain a cumulative +1 circumstance bonus on Hide checks (to a maximum of +4 when all the light is gone). When the power is manifested using this option, it gains the darkness descriptor. Any light effect of 1st or higher level can counter this effect. Increase: You can increase the illumination of an area by as little as 5% (barely perceptible) or as much as 100%. If you increase the light by 50% or more, the visual ability of creatures that depend on light to see improves accordingly. You can use this power to increase the illumination of an area by 200% (improving visual abilities accordingly), but in such a case the power’s duration is only 1 round. When the power is manifested using this option, it gains the light descriptor. Any darkness effect of 1st or higher level can counter this effect. Control Object Psychokinesis Level: Kineticist 1 Display: Material Manifesting Time: 1 standard action Range: Medium (100 feet + 10 feet/ level) Target: One unattended object weighing up to 100 lb. Duration: Concentration, up to 1 round/level Saving Throw: None Power Resistance: No Power Points: 1 You telekinetically “bring to life” an inanimate object. Though it is not actually alive, the object moves under your control. Live vegetation cannot be controlled in this fashion, nor can already-animated objects or Maximum Damage per Round 1 1d3 1d6 2d6 3d6 4d6 5d6 6d6 7d6 Space 1 foot square 1 foot square 1 foot square 1 foot square 1 foot square 2-by-2-foot square 3-by-3-foot square 4-by-4-foot square 5-by-5-foot square Control Sound-Correspond ▪ POWERS undead. The controlled object moves like a puppet, with jerky and clumsy movements, at a speed of up to 20 feet. If its form is rigid, it makes creaking, groaning, or grating sounds as you control it. A controlled object can attack an opponent if you direct it to do so. It has one slam attack, with an attack bonus equal to your base attack bonus plus your Intelligence modifier. If the attack hits, it deals points of damage equal to 1d6 plus your Intelligence modifier. A controlled object has its usual hardness and hit points. You can use this power on a nonmagical lock, making it move in such a way as to attempt to unlock itself. If another character makes an Open Lock check involving a lock that you are concentrating on controlling, the character gains a +4 bonus on the check. Control Sound Psychokinesis [Sonic] Level: Psion/Wilder 2, Swamp Lord 2, Adept of Shadows 3 Display: Auditory; see text Manifesting Time: 1 standard action Range: Medium (100 feet + 10 feet/ level) Target: One sound or mixture of related sounds Duration: Concentration, up to 1 minute/level; see text Saving Throw: None Power Resistance: No Power Points: 3 (Psion/Wilder, Swamp Lord), 5 (Adept of Shadows) You shape and alter existing sounds. You can target one sound, such as a person speaking or singing, or a group of related sounds, such as the patter of many raindrops or the tramp of soldiers passing by. A sound as quiet as a snapping finger can be controlled. You can substitute any sound you have heard for the target sound. If you attempt to exactly duplicate the voice of a specific individual, or an inherently terrifying sound (such as a lion’s roar), you must succeed on a Bluff check with a +5 circumstance bonus opposed by the intended listener’s Sense Motive check to avoid arousing suspicion. You can entirely muffle a noise or magnify a sound to such loudness that it drowns out all other conversation in the immediate area. In this way, you can provide yourself or any with a +4 circumstance bonus on Move Silently and Listen checks. Alternatively, you can use up the power in an instant. You do this by modulating a sound into a one-time destructive impetus that shatters nonmagical/ nonpsionic, unattended objects of crystal, glass, ceramics, or porcelain (vials, bottles, flasks, jugs, mirrors, and so forth) in a 10-foot-radius area. Range: 2 miles Effect: 2-mile-radius circle, centered on you; see text Duration: 4d12 hours; see text Saving Throw: None Power Resistance: No Power Points: 13 (val’Ossan Gelumancer), 15 (Psion/ Wilder) As the control weather spell, except as noted here. Special: A val’Ossan Gelumancer enjoys the same benefits while manifesting this power as a druid enjoys while casting the spell. Co-Opt Concentration Telepathy (Compulsion) [Mind-Affecting] Level: Psion/Wilder 6 Display: Mental Manifesting Time: 1 standard action Range: Medium (100 feet + 10 feet/ level) Target: One creature Duration: Concentration, up to 1 round/level Saving Throw: Will negates Power Resistance: Yes Power Points: 11 You take over control of a power that was manifested by the subject and that must be maintained through concentration. You must be aware of the power that you want to take control of; you cannot assume control of a power that you are unaware of. Once you wrest control of the power from the subject, you have several options: • Allow the power to function as normal. • Keep the power targeted on the subject (if a personal power) but decide how the power fulfills its function each round. • Retarget the power on yourself (if a personal power). • Choose not to concentrate on the co-opted power in the next round, ending the power at that point. When the duration of co-opt concentration expires, the power you took control of ends (even if this would mean that the power ends earlier than normal). Correspond Telepathy [Mind-Affecting] Level: Psion/Wilder 4, Swamp Lord 4, Adept of Shadows 5 Display: Mental Manifesting Time: 10 minutes Range: See text Target: One creature with an Intelligence score of 3 or higher Duration: 1 round/level Saving Throw: None Power Resistance: No Power Points: 7 (Psion/Wilder, Swamp Lord), 9 (Adept of Shadows) You forge a passive mental link with a creature with Control Weather, Psionic which you have previously had physical or mental Psychometabolism [see text] contact. The subject need not be within sight or even Level: 7 (see val’Ossan Gelumancer prestige class), on the same plane as you are. The subject recognizes Psion/Wilder 8 you, and you can mentally communicate with it for the Display: Visual, Mental duration (though nothing forces the subject to respond Manifesting Time: 10 minutes; see text to you), exchanging messages of twenty-five words 145 POWERS ▪ Create Sound-Crisis of Life 146 or less once per round. Receiving a message is not an power. If it fails its Will save, it can still continue to action and does not provoke attacks of opportunity; breathe by taking a standard action in each round to however, sending a message is equivalent to a standard gasp for breath. action that can provoke attacks of opportunity. An affected creature can attempt to take actions normally (instead of consciously controlling Create Sound its breathing), but each round it does so, beginning in Metacreativity (Creation) [Sonic] the round when it failed its Will save, the subject risks Level: Mist Wanderer 1, Psion/Wilder 1 blacking out from lack of oxygen. It must succeed on a Display: Auditory; see text Fortitude save at the end of any of its turns in which it Manifesting Time: 1 standard action did not consciously take a breath. The DC of this save Range: Close (25 feet + 5 feet/2 levels) increases by 1 in every consecutive round after the first Effect: Sounds; see text one that goes by without a breath; the DC drops back to Duration: 1 round/level (D) its original value if the subject spends an action to take Saving Throw: None a breath. Power Resistance: No If a subject fails a Fortitude save, it is disabled Power Points: 1 (0 hp). In the following round, it drops to –1 hit points You create a volume of sound that rises, recedes, and is dying. Curing powers or spells can revive a dying approaches, or remains at a fixed place. You choose subject normally, so long as this power’s duration has what type of sound the power creates when manifesting expired; if the power is still in effect, a revived creature it and cannot thereafter change its basic character. is still subject to Fortitude saves in each round when it The volume of sound created, however, depends on does not consciously breathe. your level. You can produce as much noise as four Augment: You can augment this power in one or more normal humans per manifester level (maximum twenty of the following ways: humans). Thus, talking, singing, shouting, walking, 1. If you spend 2 additional power points, this power marching, or running sounds can be created. The noise can also affect an animal, giant, magical beast, or produced can be virtually any type of sound within the monstrous humanoid. volume limit. A horde of rats running and squeaking 2. If you spend 4 additional power points, this power is about the same volume as eight humans running can also affect an aberration, dragon, elemental, or and shouting. A roaring lion is equal to the noise from outsider. sixteen humans, while a roaring dire lion is equal to the 3. If you spend 6 additional power points, this power noise from twenty humans. can affect up to four creatures all within a 20-footIf you wish to create a specific message, up radius burst. to twenty-five words can be created, and those words 4. For each 2 additional power points you spend, this repeat over and over until the duration expires or the power’s save DC increases by 1. power is dismissed. If you attempt to exactly duplicate In addition, for every 4 additional power points you the voice of a specific individual or an inherently spend to achieve any of these effects (except the terrifying sound (such as a lion’s roar), you must increase to DC), this power’s save DC increases by 1. succeed on a Bluff check with a +2 circumstance bonus opposed by the listener’s Sense Motive check to avoid Crisis of Life arousing suspicion. Telepathy [Mind-Affecting, Death] Create sound can be used to bring sounds Level: Telepath 7 into existence that you later manipulate by manifesting Display: Mental control sound. Manifesting Time: 1 standard action Range: Medium (100 feet + 10 feet/ level) Crisis of Breath Target: One creature Telepathy (Compulsion) [Mind-Affecting] Duration: Instantaneous Level: Telepath 3 Saving Throw: Fortitude partial; see text Display: Auditory Power Resistance: Yes Manifesting Time: 1 standard action Power Points: 13 Range: Medium (100 feet + 10 feet/ level) You interrupt the subject’s autonomic heart rhythm, Target: One breathing humanoid killing it instantly on a failed saving throw if it has 11 Duration: 1 round/level Hit Dice or less. If the target makes its saving throw Saving Throw: Will negates, Fortitude partial; see or has more than 11 Hit Dice, it takes 7d6 points of text damage. Power Resistance: Yes Augment: You can augment this power in one or both Power Points: 5 of the following ways: You compel the subject to purge its entire store of air 1. For every additional power point you spend, this in one explosive exhalation, and thereby disrupt the power can kill a subject that has Hit Dice equal to 11 + subject’s autonomic breathing cycle. The subject’s the number of additional points. lungs do not automatically function again while the 2. For every 2 additional power points you spend, the power’s duration lasts. damage this power deals on a successful save increases If the target succeeds on a Will save when by 1d6. crisis of breath is manifested, it is unaffected by this Crystal Shard-Death Urge ▪ POWERS Crystal Shard Metacreativity (Creation) Level: Psion/Wilder 1, Rhi’zen 1, Swamp Lord 1 Display: Auditory and material Manifesting Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Effect: Ray Duration: Instantaneous Saving Throw: None Power Resistance: No Power Points: 1 Upon manifesting this power, you propel a razor-sharp crystal shard at your target. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of piercing damage; this damage is subject to damage reduction. Augment: For every additional power point you spend, this power’s damage increases by 1d6 points. Crystallize Metacreativity Level: Shaper 6 Display: Auditory Manifesting Time: 1 standard action Range: Medium (100 feet + 10 feet/ level) Target: One living creature Duration: Permanent Saving Throw: Fortitude negates Power Resistance: Yes Power Points: 11 You seed the subject’s flesh with supersaturated crystal. In an eyeblink, the subject’s form seems to freeze over, as its flesh and fluids are instantly crystallized. Following the application of this power, the subject appears lifeless. In fact, it is not dead (though no life can be detected with powers or spells that detect such). All active effects, regardless of source, are suspended while the subject is crystallized. This power has a chance of being dispelled, through the use of dispel psionics, only by a manifester of a higher level than you when you manifested this power. When the power is dispelled, crystal melts back into flesh, and the subject is in exactly the state he was prior being affected by crystallize. The reality revision power can instantly undo the effects of this power, regardless of manifester level. Danger Sense Clairsentience Level: Psion/Wilder 3, Psychic Warrior 3, Rhi’zen 3, Adept of Shadows 3 Display: Visual Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level (D) Power Points: 5 You can sense the presence of danger before your senses would normally allow it. Your intuitive sense alerts you to danger from traps, giving you a +4 insight bonus on Reflex saves to avoid traps and a +4 insight bonus to Armor Class against attacks by traps. Augment: If you spend 5 additional power points, this power also gives you the uncanny dodge ability; if you spend 10 additional power points, this power gives you the improved uncanny dodge ability as well. Darkvision, Psionic Clairsentience Level: Mist Wanderer 3, Psion/Wilder 3, Psychic Warrior 2, Adept of Shadows 2 Display: Visual Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level Power Points: 5 (Mist Wanderer, Psion/Wilder), 3 (Psychic Warrior, Adept of Shadows) As the darkvision spell, except as noted here. Daze, Psionic Telepathy (Compulsion) [Mind-Affecting] Level: Psion/Wilder 1 Display: Material and mental Manifesting Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Target: One humanoid creature that has 4 HD or less Duration: 1 round Saving Throw: Will negates Power Resistance: Yes Power Points: 1 As the daze spell, except as noted here. Augment: For every additional power point you spend, this power can affect a target that has Hit Dice equal to 4 + the additional points. Death Urge Telepathy (Compulsion) [Mind-Affecting] Level: Psion/Wilder 4 Display: Mental Manifesting Time: 1 standard action Range: Medium (100 feet + 10 feet/ level) Target: One living creature Duration: 1 round Saving Throw: Will negates Power Resistance: Yes Power Points: 7 You plant a hidden death-urge impulse in the subject’s unconscious. On the subject’s next turn, it looks for the quickest method to end its life and attempts to do so. The subject takes no other action on its turn except attempting to harm itself. If armed, the subject attacks itself as a fullround action. The attack automatically succeeds and deals damage as a critical hit. If unarmed, the subject moves adjacent to the nearest enemy and provokes an attack of opportunity, offering its opponent an opening, which the opponent may or may not choose to take advantage of. If the subject is unarmed and no enemy is nearby, the subject simply does nothing at all. A subject close to an immediate and lethal hazard such as a cliff or a fire might hurl itself off the cliff or into the fire instead of striking itself with a weapon. 147 POWERS ▪ Decelerate Arcana-Destiny Dissonance Augment: For every 4 additional power points you Power Resistance: Yes spend, this power’s save DC increases by 1 and its Power Points: 13 With decerebrate, you selectively remove a portion of duration increases by 1 round. the subject’s brain stem. The creature loses all cerebral function, vision, hearing, and other sensory abilities, Decelerate Arcana and all voluntary motor activity. The subject becomes Psychokinesis [Preternatural] limp and unresponsive. Without extreme measures, Level: Psion/Wilder 5 such as greater restoration or some other suitable Display: Auditory and visual effect of 7th level or higher, the creature perishes in 4 Manifesting Time: 2 rounds days. Range: 40 feet Augment: Every two additional power points you Area: 40-foot-radius emanation centered on you spend increase this power’s save DC by 1. Duration: 5 rounds Saving Throw: None Déjà Vu Power Resistance: Yes Telepathy [Mind-Affecting] Power Points: 9 You weave a fine web of preternatural psionics Level: Psion/Wilder 1 that partially dampens the ability of all casters and Display: Mental manifesters who are not using preternatural psionics. Manifesting Time: 1 standard action The manifesting time and casting time of non- Range: Medium (100 feet + 10 feet/level) preternatural powers and spells within the area of effect Target: One creature Duration: 1 round is increased by one step. Casting and manifesting times of one Saving Throw: Will negates immediate or one swift action become one move- Power Resistance: Yes action (and now must be used during the regular Power Points: 1 initiative actions); casting and manifesting times of Your mental impulse forces the subject to repeat the one move-action become one-standard action; one- actions it took on its previous turn. If the situation has standard action becomes one round; and anything of changed in such a way that the subject can’t take the one round or longer has the casting and manifesting same actions again (if its foe is dead, or the subject has run out of power points, and so on), the subject stands time increased by one round. Augment: If you spend 9 additional power points, the still and takes no actions for 1 round. In any event, the subject can still defend itself, and it retains its Dexterity duration of this power is increased by 5 rounds. bonus to AC even if it stands still. Augment: For every 2 additional power points you Deceleration spend, this power’s save DC increases by 1. Psychoportation Level: Mist Wanderer 1, Psion/Wilder 1, Rhi’zen 1, Demoralize Swamp Lord 1 Telepathy [Mind-Affecting] Display: Auditory and material Level: Psion/Wilder 1, Rhi’zen 2 Manifesting Time: 1 standard action Display: Mental and olfactory Range: Close (25 feet + 5 feet/level) Manifesting Time: 1 standard action Target: One Medium or smaller creature Range: 30 feet Duration: 1 minute/level Area: 30-foot-radius spread centered on you Saving Throw: Reflex negates Duration: 1 minute/level Power Resistance: Yes Saving Throw: Will negates Power Points: 1 You warp space around an individual, hindering the Power Resistance: Yes subject’s ability to move. The subject’s speed (in any Power Points: 1 (Psion/Wilder), 3 (Rhi’zen) movement mode it possesses) is halved. A subsequent You fill your enemies with self-doubt. Any enemy manifestation of deceleration on the subject does not in the area that fails its save becomes shaken for the duration of the power. Allies and creatures without an further decrease its speed. Augment: For every 2 additional power points you Intelligence score are unaffected. spend, this power can affect a target one size category Augment: You can augment this power in one or both of the following ways: larger. 1. For every 2 additional power points you spend, this power’s range and the radius of its area both increase Decerebrate by 5 feet. Psychoportation [Teleportation] 2. For every 2 additional power points you spend, this Level: Psion/Wilder 7 power’s save DC increases by 1. Display: Mental Manifesting Time: 1 standard action Destiny Dissonance Range: Close (25 feet + 5 feet/level) Clairsentience Target: One living creature Level: Seer 1 Duration: Instantaneous Display: Material and mental Saving Throw: Fortitude negates 148 Detect Hostile Intent-Detect Remote Viewing ▪ POWERS Detect Psionics Power or Item —————— Aura Strength —————— Faint Moderate Strong Overwhelming Functioning power (power level) 3rd or lower 4th–6th 7th–9th 10th+ (deity-level) Psionic item (manifester level) 5th or lower 6th–11th 12th–20th 21st+ (artifact) Manifesting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 round/level Saving Throw: Will negates Power Resistance: Yes Power Points: 1 Your mere touch grants your foe an imperfect, unfocused glimpse of the many possible futures in store. Unaccustomed to and unable to process the information, the subject becomes sickened for 1 round per level of the manifester. Detect Hostile Intent Telepathy [Mind-Affecting] Level: Psion/Wilder 2, Psychic Warrior 2 Display: Olfactory Manifesting Time: 1 standard action Range: 30 feet Area: 30-foot-radius emanation centered on you Duration: 10 minutes/level (D) Saving Throw: None Power Resistance: No Power Points: 3 While the duration of this power lasts, you become aware of the presence of any creatures with hostile intent within 30 feet of you, and their direction from you (but not their specific location). The power detects active aggression, as opposed to vigilance. In addition, while this power is active you cannot be surprised or caught flatfooted by creatures that are susceptible to mind-affecting powers. While under the effect of this power, you can make Sense Motive checks as a free action against anyone within 30 feet of you. The power can penetrate barriers, but 3 feet of stone, 3 inches of common metal, 1 inch of lead, or 6 feet of wood or dirt blocks it. Detect Psionics Clairsentience Level: Mist Wanderer 1, Psion/Wilder 1, Psychic Warrior 1, Rhi’zen 1, Swamp Lord 1, Adept of Shadows 1 Display: Auditory and visual Manifesting Time: 1 standard action Range: 60 feet Area: Cone-shaped emanation centered on you Duration: Concentration, up to 1 minute/level (D) Saving Throw: None Power Resistance: No Power Points: 1 You detect psionic auras. A psionic aura is given off by any active or permanent power, or during the use of any psionic feat. Characters who have levels in a psionic class, creatures with the psionic subtype, and creatures with the Wild Talent feat possess psionic auras. The amount of information revealed by the manifestation of this power depends on how long you study a particular area or subject. 1st Round: Presence or absence of psionic auras. 2nd Round: Number of different psionic auras and the strength of the most potent aura. 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Psicraft checks to determine the discipline involved in each aura. (Make one check per aura; DC 15 + power level, or 15 + one-half manifester level for an effect that is not created by a power, such as that of a psionic item.) Psionically charged locations, multiple disciplines, or strong local psionic emanations may confuse or conceal weaker auras. Aura Strength: A psionic aura’s strength depends on a functioning power’s level or an item’s manifester level. If an aura falls into more than one category, detect psionics indicates the stronger of the two. Detection of an overwhelming aura (see the accompanying table) dazes you for 1 round and the power ends. Lingering Aura: A psionic aura lingers after its original source dissipates (in the case of a power) or is destroyed (in the case of a psionic item). If detect psionics is manifested and directed at such a location, the power indicates an aura of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original strength: Original Strength Duration Faint 1d6 minutes Moderate 1d6 x 10 minutes Strong 1d6 hours Overwhelming 1d6 days Each round, you can turn to detect psionics in a new area. You can tell the difference between magical and psionic auras. The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect Remote Viewing Clairsentience Level: Psion/Wilder 4 Display: Mental and visual Manifesting Time: 1 standard action Range: 40 ft Area: 40-foot-radius emanation centered on you Duration: 24 hours 149 POWERS ▪ Detect Teleportation-Dimensional Anchor, Psionic Saving Throw: None Power Resistance: No Power Points: 7 You immediately become aware of any attempt to observe you by means of a clairsentience (scrying) power or divination (scrying) spell. The power’s effect radiates from you and moves as you move. You know the location of every psionic or magical sensor within the power’s area. If the viewing attempt originates within the area, you also know the viewer’s location. Otherwise, you and the remote viewer immediately make opposed manifester level checks (1d20 + manifester level, or viewer’s caster level as appropriate). If you at least match the remote viewer’s result, you get a visual image of the remote viewer and an accurate sense of the remote viewer’s direction and distance from you. Detect Teleportation Clairsentience Level: Nomad 1 Display: Visual Manifesting Time: 1 standard action Range: 40 feet Area: 40-foot-radius emanation centered on you Duration: Concentration, up to 1 minute (D) Saving Throw: No Power Resistance: No Power Points: 1 You sense the use of any effects of the teleportation subdiscipline within the area. You sense the use of these powers whether or not you have line of sight or line of effect (although a force effect prevents this detection). When you sense the use of an appropriate power, you know the direction in which the power was used, though not the distance or the exact effect. Augment: If you spend 2 additional power points, this power’s range increases to Medium (100 feet + 10 feet/level). Dimension Door, Psionic Psychoportation (Teleportation) Level: Psion/Wilder 4, Psychic Warrior 4, Rhi’zen 4, Adept of Shadows 4 Display: Visual Manifesting Time: 1 standard action Range: Long (400 feet + 40 feet/level) Target or Targets: You and touched objects or other touched willing creatures Duration: Instantaneous Saving Throw: None and Will negates (object) Power Resistance: No and Yes (object) Power Points: 7 As the dimension door spell, except as noted here. Augment: If you spend 6 additional power points, you can manifest this power as a move action. Dimension Slide Psychoportation (Teleportation) Level: Mist Wanderer 3, Psychic Warrior 3 Display: Visual Manifesting Time: 1 standard action 150 Range: Close (25 feet+ 5 feet/2 levels) Target: You; see text Duration: Instantaneous Power Points: 5 You instantly transfer yourself from your current location to any other spot within range to which you have line of sight. You can bring along possessions that amount to as much as a medium load, including living creatures that weigh as much as 20 pounds. Movement caused by the use of dimension slide does not provoke attacks of opportunity. If you somehow attempt to transfer yourself to a location occupied by a solid body or a location you can’t see the power simply fails to function. Augment: If you spend 4 additional power points, you can manifest this power as a move action. Dimension Swap Psychoportation (Teleportation) Level: Nomad 2, Psychic Warrior 2 Display: Visual Manifesting Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Targets: You and one ally in range, or any two allies in range; see text Duration: Instantaneous Saving Throw: Will negates (harmless, object) Power Resistance: Yes (harmless, object) Power Points: 3 You instantly swap positions between your current position and that of a designated ally in range. Alternatively, you can swap the positions of any two allies in range. This power affects creatures of Large or smaller size. You can bring along objects, but not other creatures. Special: A Psychic Warrior can manifest this power to swap positions with an ally, but not to swap the positions of two allies. Augment: For every 2 additional power points you spend, this power can affect a target one size category larger. Dimensional Anchor, Psionic Psychoportation Level: Nomad 4, Adept of Shadows 5 Display: Auditory Manifesting Time: 1 standard action Range: Medium (100 feet + 10 feet/ level) Effect: Ray Duration: 1 minute/level Saving Throw: None Power Resistance: Yes (object) Power Points: 7 (Nomad), 9 (Adept of Shadows) As the dimensional anchor spell, except as noted here. Disable Telepathy (Compulsion) [Mind-Affecting] Level: Psion/Wilder 1 Display: Visual Manifesting Time: 1 standard action Range: 20 feet Area: Cone-shaped emanation centered on you Discern Written Intent-Dismissal, Psionic ▪ POWERS Duration: 1 minute/level (D) Saving Throw: Will negates Power Resistance: Yes Power Points: 1 You broadcast a mental compulsion that convinces one or more creatures of 4 Hit Dice or less that they are disabled (see Core Rulebook I). Creatures with the fewest HD are affected first. Among creatures with equal Hit Dice, those who are closest to the power’s point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. Creatures that are rendered helpless or are destroyed when they reach 0 hit points cannot be affected. Creatures affected by this power believe that they have somehow been brought to the brink of unconsciousness and must act accordingly. While it’s possible for an important nonplayer character to attempt some sort of “heroic” action, common NPCs and creatures under the effect of this power typically cower or retreat. Any creature that attempts to take a standard action immediately breaks the compulsion and can act normally. A creature that attempts to heal itself or that receives healing is likewise freed of the compulsion, and if it is not actually wounded, the healing is wasted. A creature that takes damage is also instantly freed of the compulsion (although the damage still counts against its actual current hit points). Augment: You can augment this power in one or more of the following ways: 1. For each additional power point you spend, this power’s range increases by 5 feet. 2. For every 2 additional power points you spend, this power’s save DC increases by 1. 3. For each additional power point you spend, this power can affect targets that have Hit Dice equal to 4 + the number of additional power points. do so (such as with a cursed scroll). Furthermore, once the power is manifested and you have read the magical inscription, you are thereafter able to read that particular passage without recourse to the use of discern written intent. You can read at the rate of one page (250 words) per minute. Finally, this power allows you to identify a glyph of warding with a DC 13 Psicraft check, a greater glyph of warding with a DC 16 Psicraft check, or any symbol spell with a Psicraft check (DC 10 + spell level). Disintegrate, Psionic Psychoportation Level: Psion/Wilder 6 Display: Auditory, material, and visual Manifesting Time: 1 standard action Range: Medium (100 feet + 10 feet/ level) Effect: Ray Duration: Instantaneous Saving Throw: Fortitude partial (object) Power Resistance: Yes Power Points: 11 A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 22d6 points of damage. Any creature reduced to 0 or fewer hit points by this power is entirely disintegrated, leaving behind ashes (sufficient that a resurrection spell can return the creature to life if desired). A disintegrated creature’s equipment is unaffected. When used against an object, the ray simply disintegrates as much as one 10-foot cube of nonliving matter. Thus, the power disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, but not psionic effects such as a null psionics field. A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 Discern Written Intent points of damage. If this damage reduces the creature Clairsentience or object to 0 or fewer hit points, it is entirely Level: Psion/Wilder 1, Swamp Lord 2 disintegrated. Display: Mental Only the first creature or object struck can Manifesting Time: 1 standard action be affected; that is, the ray affects only one target per Range: Personal manifestation. Target: You Augment: For every additional power point you spend, Duration: 10 minutes/level the damage this power deals to a subject that fails its Power Points: 1 (Psion/Wilder), 3 (Swamp Lord) By means of this power, you can decipher writing, saving throw increases by 2d6 points. Augmenting this both magical and mundane, on objects—books, scrolls, power does not change the amount of damage the target tombs, weapons and the like—that would otherwise be takes if it succeeds on its saving throw. unintelligible. If the writing is in a language that you cannot Dismissal, Psionic understand, this power imparts the ability to understand Psychoportation that writing; it does not, however, impact anything Level: Nomad 4 beyond its literal meaning. Furthermore, this power Display: Auditory does not grant the ability to speak or write the language Manifesting Time: 1 standard action in question; it only allows you to read the language. Range: Close (25 feet + 5 feet/2 levels) Finally, it does not decipher codes or reveal messages Target: One extraplanar creature Duration: Instantaneous concealed in the text. If the writing is magical, then the use of this Saving Throw: Will negates power does not normally invoke the contained magic, Power Resistance: Yes although in the case of certain cursed items it may Power Points: 7 As the dismissal spell, except as noted here. 151 POWERS ▪ Dismiss Ectoplasm-Dispel Psionics Dismiss Ectoplasm Metacreativity Level: Mist Wanderer 3, Psion/Wilder 3, Swamp Lord 3, Adept of Shadows 3 Display: Auditory and visual Manifesting Time: 1 standard action Range: Medium (100 feet + 10 feet/ level) Area: 30-foot-radius burst Duration: Instantaneous Saving Throw: Will negates; see text Power Resistance: No Power Points: 5 You dismiss creatures, objects, or effects composed of ectoplasm, such as astral constructs or the ectoplasmic cocoon power, or that were formerly composed of ectoplasm, such as items created by metacreativity (creation) powers. An ectoplasmic creature that fails its Will saving throw dissipates into so much constituent ectoplasm, which evaporates immediately. A creature under the effect of the ectoplasmic form power that fails its saving throw is either destroyed outright or physically shifted to a random location on the Astral Plane (50% chance for either result). Other ongoing powers that create ectoplasmic objects or effects, such as ectoplasmic cocoon, are dismissed if you succeed on a manifester level check (1d20 + your manifester level, maximum +10) against a DC of 11 + the power’s manifester level. Dispel Psionics Psychokinesis Level: Mist Wanderer 4, Psion/Wilder 3, Swamp Lord 3, Rhi’zen 4 Display: Visual Manifesting Time: 1 standard action Range: Medium (100 feet + 10 feet/level) Target or Area: One manifester, creature, or object; or 20-foot-radius burst Duration: Instantaneous or 1d4 rounds; see text Saving Throw: None Power Resistance: No Power Points: 5 (Psion/Wilder, Swamp Lord), 7 (Mist Wanderer, Rhi’zen) You can use dispel psionics to end ongoing powers that have been manifested on a creature or object, to temporarily suppress the psionic abilities of a psionic item, or to end ongoing powers (or at least their effects) within an area. A dispelled power ends as if its duration had expired. Some powers, as detailed in their descriptions, can’t be defeated by dispel psionics, or can be ended only if you manifest dispel psionics at a high enough manifester level. Dispel psionics can end spell-like effects just as it does powers. The effect of a power with an instantaneous duration can’t be dispelled, because the psionic effect is already over before the dispel psionics can take effect. You choose to use dispel psionics in one of three ways: a targeted dispel, an area dispel, or as a countermanifest. Targeted Dispel: One object, creature, or power is the target of the dispel psionics power. You make a 152 dispel check (1d20 + your manifester level, maximum +10) against the power or against each ongoing power currently in effect on the object or creature. The DC for this dispel check is 11 + the power’s manifester level. If you succeed on a particular check, that power is dispelled; if you fail, that power remains in effect. If you target an object or creature that is the effect of an ongoing power or is under the effect of an ongoing power, you make a dispel check to end the power or its effect. If the object that you target is a psionic item, you make a dispel check against the item’s manifester level. If you succeed, all the item’s psionic properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonpsionic for the duration of the effect. An interdimensional interface is temporarily closed. A psionic item’s physical properties are unchanged: A suppressed psionic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal power such as this. You automatically succeed on your dispel check against any power that you manifested yourself. Area Dispel: When dispel psionics is used in this way, the power affects everything within a 20-foot radius. For each creature within the area that is the subject of one or more powers, you make a dispel check against the power with the highest manifester level. If that check fails, you make dispel checks against progressively weaker powers until you dispel one power (which discharges the dispel psionics power so far as that target is concerned) or until you fail all your checks. The creature’s psionic items are not affected. For each object within the area that is the target of one or more powers, you make dispel checks as with creatures. Psionic items are not affected by an area dispel. For each ongoing area or effect power whose point of origin is within the area of the dispel psionics power, you can make a dispel check to dispel the power. For each ongoing power whose area overlaps that of the dispel psionics power, you can make a dispel check to end the effect, but only within the overlapping area. If an object or creature that is the effect of an ongoing power is in the area, you can make a dispel check to end the power that created that object or construct in addition to attempting to dispel powers targeting the creature or object. You can choose to automatically succeed on dispel checks against any power that you have manifested. Counter-Manifest: When dispel psionics is used in this way, the power targets a manifester and is manifested as a counter-manifest (page 120, Chapter One: Preternatural Psionics section). Unlike a true counter-manifest, however, dispel psionics may not work; you must make a dispel check to counter the other manifester’s power. Augment: For every additional power point you spend, the maximum bonus on your dispel check due to manifester level increases by 2 (to a maximum bonus of +20 for a 5-point expenditure). Dispelling Buffer-Distract ▪ POWERS Dispelling Buffer Psychokinesis Level: Kineticist 6, Psychic Warrior 6 Display: Material and olfactory Manifesting Time: 1 standard action Range: Personal or close (25 feet + 5 feet/2 levels); see text Target: You or one willing creature or one object (object weighing up to 100 lb./level); see text Duration: 1 hour/level (D) Saving Throw: None Power Resistance: Yes (harmless, object) Power Points: 11 You create a psychokinetic shield around the subject that improves the chance that any powers affecting the subject will resist a dispel psionics power (or a dispel magic spell) or a negation effect that targets a specific power (such as shatter mind blank). When dispelling buffer is manifested on a creature or object, add +5 to the DC of the dispel check for each ongoing effect that is subject to being dispelled. Dispel psionics can negate dispelling buffer, but against a targeted dispel, dispelling buffer is always checked last (with the same +5 bonus). Against an area dispel, dispelling buffer is checked in the order according to its level (with the same +5 bonus). Special: When a Psychic Warrior manifests this power, the range is personal and the target is the manifester. Power Resistance: No Power Points: 3 Your touch, claw, or bite is corrosive, and sizzling moisture visibly oozes from your natural weapon or hand. You deal 4d6 points of acid damage to any creature or object you touch with your successful melee touch attack. Acid you secrete denatures 1 round after use, losing all efficacy and ability to deal damage. You are immune to your own acid. Augment: For every 2 additional power points you spend, this power’s damage increases by 1d6 points. Dissolving Weapon Psychometabolism [Acid] Level: Mist Wanderer 2, Psychic Warrior 2, Rhi’zen 2, Adept of Shadows 2 Display: Visual Manifesting Time: 1 standard action Range: Personal Target: One held weapon; see text Duration: Instantaneous Saving Throw: None Power Resistance: No Power Points: 3 As dissolving touch, except your weapon is charged with acid until you make a successful attack. This effect ends if release the weapon. Distant Strike Dissipating Touch Psychokinesis [Force] Psychoportation (Teleportation) Level: Psion/Wilder 3 Level: Mist Wanderer 1, Psion/Wilder 1, Psychic Display: Auditory Warrior 1, Swamp Lord 1 Manifesting Time: 1 standard action Display: Auditory and visual Range: Long (400 feet + 40 feet/ level) Manifesting Time: 1 standard action Target: One creature Range: Touch Duration: Instantaneous Target: Creature or object touched Saving Throw: Reflex half Duration: Instantaneous Power Resistance: Yes Saving Throw: None Power Points: 5 Power Resistance: Yes A subject you select is pummeled with telekinetic force (object) for 2d6 points of force damage. You can Power Points: 1 choose to have the power deal an Your mere touch can disperse equal amount of nonlethal damage the surface material of a foe or instead. object, sending a tiny portion of Augment: For every additional it far away. This effect is disruptive; power point you spend, this power’s thus, your successful melee touch damage increases by one die (d6). attack deals 1d6 points of damage. For each extra two dice of damage, Augment: For every this power’s save DC additional power point you increases by 1. spend, this power’s damage increases by 1d6 points. Distract Telepathy [MindDissolving Touch Affecting] Psychometabolism [Acid] Level: Mist Wanderer 1, Level: Psychic Warrior 2 Psion/Wilder 1, Psychic Display: Visual Warrior 1, Rhi’zen 1, Adept Manifesting Time: 1 standard action of Shadows Range: Touch Display: Mental Target: Creature or object touched Manifesting Time: 1 standard action Duration: Instantaneous Range: Close (25 feet + 5 feet/2 levels) Saving Throw: None Target: One creature 153 POWERS ▪ Divert Teleport-Duodimensional Claw Duration: Concentration, up to 1 minute/level (D) Saving Throw: Will negates Power Resistance: Yes Power Points: 1 You cause your subject’s mind to wander, distracting her. Subjects under the effect of distract make all Listen, Spot, Search, and Sense Motive checks at a –4 penalty. Divert Teleport Psychoportation (Teleportation) Level: Psion/Wilder 7, Swamp Lord 7 Display: Visual Manifesting Time: 1 immediate action; see text Range: Medium (100 feet + 10 feet/level) Area: A circle, centered on you, with a radius of 50 feet + 10 feet/level Effect: Diverts the teleportation of any object or creature whose weight does not exceed your maximum load Duration: 10 minutes/level (D) Saving Throw: Will negates (foils diversion) Power Resistance: Yes (foils diversion) Power Points: 13 Similar to detect teleportation, except that you know the intended destination, and you can divert the final destination of any teleportation attempt made by others within the area. You can manifest this power even if it is not your turn. You can divert the destination of both incoming and outgoing teleportations, psionic and magical. You must overcome the power resistance of creatures that possess it to make a successful diversion, and the teleporting creature can make a Will save to foil the diversion as well. For the purpose of this power, “divert” means you choose the actual destination of any teleportation attempt you can affect, as if you yourself were teleporting to that location, regardless of the teleportation range of the effect you are diverting. The destination you choose must be a location with which you are very familiar or that you have studied carefully. Two divert teleport effects cancel each other out; negating the entire effect. Divination, Psionic Clairsentience Level: Psion/Wilder 4, Swamp Lord 4 Display: Mental and visual Manifesting Time: 10 minutes Range: Personal Target: You Duration: Instantaneous Power Points: 7 As the divination spell, except as noted here. Dominate, Psionic Telepathy (Compulsion) [Mind-Affecting] Level: Telepath 4 Display: Mental Manifesting Time: 1 round Range: Medium (100 feet + 10 feet/level) Target: One humanoid 154 Duration: Concentration Saving Throw: Will negates Power Resistance: Yes Power Points: 7 As the dominate person spell, except as noted here. Augment: You can augment this power in one or more of the following ways: 1. If you spend 2 additional power points, this power can also affect an animal, giant, magical beast, or monstrous humanoid. 2. If you spend 4 additional power points, this power can also affect an aberration, dragon, elemental, or outsider in addition to the creature types mentioned above. 3. For every 2 additional power points you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power. 4. If you spend 1 additional power point, this power’s duration is 1 hour rather than concentration. If you spend 2 additional power points, this power’s duration is 1 day rather than concentration. If you spend 4 additional power points, this power’s duration is 1 day per manifester level rather than concentration. In addition, for every 2 additional power points you spend to achieve any of these effects, this power’s save DC increases by 1. Dream Travel Psychoportation Level: Nomad 7 Display: Visual Manifesting Time: 1 standard action Range: Touch Targets: You and touched creature or creatures (up to one/level) Duration: 1 hour/level (D) Saving Throw: Will negates Power Resistance: Yes Power Points: 13 You and any creature you touch are drawn along a crystal arc of reverie to the edge of conscious thought and into dreamtime. You can take more than one creature along with you (subject to your level limit), but each one must be touching another one. You physically enter the land of dreams, leaving nothing behind. Any creatures that come along when dream travel is manifested also make the transition to the borders of unconscious thought. A creature separated from you wanders off into the dreamscape. If a creature remains in the dreamscape, it is powerless to leave unless it can manifest the dream travel power itself or someone who manifests the power seeks out the lost creature. Augment: For every 2 additional power points you spend, this power’s save DC increases by 1. Duodimensional Claw Psychometabolism Level: Psychic Warrior 3 Display: Material Manifesting Time: 1 standard action Range: Personal Ecto Protection-Ectoplasmic Form ▪ POWERS Target: You Duration: 10 minutes/level Power Points: 5 If you have a claw attack (either from an actual natural weapon or from an effect such as claws of the beast), you can use this power to improve that weapon. One of your claws becomes two-dimensional, making it razorsharp. The weapon is now psionically keen, increasing its threat range from 20 to 19–20. This benefit does not stack with other effects that improve a weapon’s threat range. Ecto Protection Metacreativity Level: Psion/Wilder 1 Display: Visual; see text Manifesting Time: 1 standard action; see text Range: Close (25 feet + 5 feet/2 levels) Target: An astral construct you manifest Duration: 1 minute/level Saving Throw: None Power Resistance: No Power Points: 1 This power reinforces an astral construct created by the astral construct power, giving you a +1 bonus on any manifester level checks you make to protect it against dispel psionics or a similar effect, and a +1 bonus on its saving throw to resist dismiss ectoplasm. This power can be manifested as a swift action in the same round that you manifest an astral construct, as long as the power points you spend to perform both actions does not exceed your manifester level. Augment: For every 2 additional power points you spend, your bonus on manifester level checks to protect your astral construct increases by 1, and your astral construct’s bonus on its saving throw to resist dismiss ectoplasm increases by 1. Ectoplasmic Cocoon Metacreativity Level: Shaper 3 Display: Auditory and material Manifesting Time: 1 standard action Range: Medium (100 feet + 10 feet/ level) Target: One Medium or smaller creature Duration: 1 round/level (D) Saving Throw: Reflex negates Power Resistance: No Power Points: 5 You draw writhing strands of ectoplasm from the Astral Plane that wrap up the subject like a mummy. The subject can still breathe but is otherwise helpless, unable to see outside the cocoon, speak, or take any physical actions. The subject’s nostrils are clear (air passes through the cocoon normally). The subject can execute purely mental actions (such as manifesting powers or casting spells with no verbal, somatic, or material components). Cutting or damaging the cocoon can free a victim. The cocoon has hardness 8 and 20 hit points. Teleportation and other forms of travel provide a means of escape, but the cocoon extends into the Ethereal Plane, blocking ethereal travel. An ectoplasmic cocoon can’t be affected by dispel psionics, but it can be dismissed with dismiss ectoplasm, or otherwise destroyed by extreme measures or items. The creature within the cocoon is visible only as a vague shape (substantial enough to interrupt line of sight) and cannot be directly harmed or interacted with unless the cocoon is destroyed. The cocooned creature can be moved normally (the weight of the cocoon is negligible). A creature that is cocooned while aloft begins to fall immediately, and a creature that is cocooned while swimming or underwater may drown. Augment: You can augment this power in one or both of the following ways: 1. For every 2 additional power points you spend, this power’s save DC increases by 1. 2. For every 2 additional power points you spend, this power can affect a target one size category larger. Ectoplasmic Cocoon, Mass Metacreativity Level: Shaper 7 Range: Medium (100 feet + 10 feet/level) Area: 20-foot-radius burst Duration: 1 hour/level (D) Saving Throw: Reflex negates Power Resistance: No Power Points: 13 As ectoplasmic cocoon, except you can cocoon several creatures (or a single big creature that fits in a 20-footradius sphere or hemisphere) in a mass of writhing ectoplasm. Targets entirely within the area who fail their save are caught and cocooned. If a creature’s body is only partially within the area, this power does not affect that creature. Augment: For every 2 additional power points you spend, the radius of this power’s area increases by 5 feet. Ectoplasmic Form Psychometabolism Level: Egoist 3, Psychic Warrior 3, Mist Wanderer 3, Adept of Shadows 5 Display: Olfactory Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 minute/level (D) Power Points: 5 (egoist, Psychic Warrior, Mist Wanderer), 9 (Adept of Shadows) You and all your gear become a partially translucent mass of rippling ectoplasm that generally conforms to your normal shape. You gain damage reduction 10/magic, and you gain immunity to poison and critical hits. Your material armor becomes meaningless, although your size, Dexterity, deflection bonuses, and armor bonuses from force effects (such as those gained by inertial armor) still apply to your Armor Class. You can manifest powers while in ectoplasmic form, but you must make a Concentration check (DC 20 + power level) for each power you attempt to manifest. 155 POWERS ▪ Ectoplasmic Shambler-Empathic Transfer You cannot physically attack, you lose supernatural abilities (if any), and you can’t speak while in ectoplasmic form. You can’t run, but you can fly at a speed of 20 feet (perfect). You can pass through small holes or narrow openings, even mere cracks, with all you were wearing or holding in your hands. You are subject to the effects of wind, and you can’t enter water or other liquid. You also can’t manipulate objects or activate items, even those carried along with you. Continuously active items remain active, though in some cases their effects may be moot (such as items that provide armor or natural armor bonuses). Ectoplasmic Shambler Metacreativity (Creation) Level: Psion/Wilder 5 Display: Auditory, material, and olfactory; see text Manifesting Time: 1 round Range: Long (400 feet + 40 feet/level) Effect: One ectoplasmic manifestation of a size equal to ten 10-foot cubes (S) Duration: 1 minute/level Saving Throw: None Power Resistance: No Power Points: 9 You fashion an ephemeral, many-legged mass of pseudoliving ectoplasm called an ectoplasmic shambler. You can direct the shambler as a free action. It has a speed of 10 feet. It can completely surround objects (and opponents) over which it is manifested or onto which it moves, because it has the consistency of thick mist. The vision of those within the shambler is limited to 5 feet, and manifesting powers (or casting spells) within the shambler is difficult due to the constant turbulence felt by those caught in the shambler’s form. Creatures enveloped by the shambler, regardless of Armor Class, take 1 point of damage for every two manifester levels you have in each round they become or remain within the roiling turbulence of the shambler. Anyone trying to manifest a power must make a Concentration check (DC 15 + power’s or spell’s level) to successfully manifest a power or cast a spell inside the shambler. A wind stronger than 20 miles per hour that blows against the shambler reduces its speed to 0 feet during the first round, and in subsequent rounds moves it in the direction of the wind at a speed of 5 feet. A wind stronger than 20 miles per hour that blows in the direction the shambler travels increases its speed to 15 feet. An ectoplasmic shambler is not subject to dismissal, nor is it considered a creature. Ego Whip Telepathy Level: Psion/Wilder 2 Display: Auditory Manifesting Time: 1 standard action Range: Medium (100 feet + 10 feet/level) Target: One creature Duration: 1 minute/level Saving Throw: None; Will negates 156 Power Resistance: Yes Power Points: 3 You reach into a foe’s mind and seal off a portion of their ego. The target suffers a 1d6+3 point penalty to Charisma. This penalty may not reduce the target’s Charisma to below 1. The target must also make a Will save. Failure indicates they are dazed for 1 round. Augment: This power can be augmented in one or more of the following means: 1. For every additional 2 power points you spend while manifesting this power, it receives a +1 enhancement to the DC. 2. For every additional power point you spend while manifesting this power, the penalty it imposes is one point larger. 3. For every additional 3 power points you spend while manifesting this power, the period of time the target is dazed for on a failed save is increased by 1 round. Empathic Feedback Telepathy [Mind-Affecting] Level: Psion/Wilder 4, Psychic Warrior 3, Rhi’zen 3, Swamp Lord 4 Display: Auditory and material Manifesting Time: 1 standard action Range: Personal Target: You Duration: 10 minutes/level Power Points: 7 (Psion/Wilder, Swamp Lord), 5 (Psychic Warrior, Rhi’zen) You empathically share your pain and suffering with your attacker. Each time a creature strikes you in melee, it takes damage equal to the amount it dealt to you or 5 points, whichever is less. This damage is empathic in nature, so powers and abilities the attacker may have such as damage reduction and regeneration do not lessen or change this damage. The damage from empathic feedback has no type, so even if you took fire damage from a creature that has immunity to fire, empathic feedback will damage your attacker. Augment: For every additional power point you spend, this power’s damage potential increases by 1 point. Empathic Transfer Psychometabolism Level: Egoist 2, Psychic Warrior 2 Display: Auditory and material Manifesting Time: 1 standard action Range: Touch Target: Willing creature touched Duration: Instantaneous Power Points: 3 You heal another creature’s wounds, transferring some of its damage to yourself. When you manifest this power, you can heal as much as 2d10 points of damage. The target regains a number of hit points equal to the dice result, and you lose hit points equal to half of that amount. (This loss can bring you to 0 or fewer hit points.) Powers and abilities you may have such as damage reduction and regeneration do not lessen or change this damage, since you are taking the target’s Empathic Transfer, Hostile-Energy Ball ▪ POWERS Manifesting Time: 1 standard action Range: 30 feet Area: 30-foot-radius spread centered on you Duration: Concentration, up to 1 minute/level (D) Saving Throw: None Power Resistance: No Power Points: 1 You detect the surface emotions of any creature you can see that is in the power’s area. You can sense basic needs, drives, and emotions. Thirst, hunger, fear, fatigue, pain, rage, hatred, uncertainty, curiosity, friendliness, and many other kinds of sensations and moods can all be perceived. You gain a +2 insight bonus on any Bluff, Diplomacy, Intimidate, or Sense Motive checks that you make in the round when you cease concentrating on this power. Augment: You can augment this power in one or both of the following ways: 1. For every additional power point you spend, this Empathic Transfer, Hostile power’s range and the radius of its area increases by Telepathy [Mind-Affecting] Level: Telepath 3, Psychic Warrior 3, Rhi’zen 3, Adept 5 feet. 2. If you spend 2 additional power points, this of Shadows 4 power’s maximum duration increases to 1 hour/level; Display: Auditory and material furthermore, you do not need to maintain concentration Manifesting Time: 1 standard action to keep the power active; however, in any round that Range: Touch you do not actively concentrate on the power, you Target: Creature touched lose the ability to detect the surface emotions. You can Duration: Instantaneous choose at the start of any given round to concentrate or Saving Throw: Will half not on this power as a free action. Power Resistance: Yes Power Points: 5 (telepath, Psychic Warrior, Rhi’zen), Empty Mind 7 (Adept of Shadows) You transfer your hurt to another. When you manifest Telepathy [Mind-Affecting] this power and then make a successful touch attack, Level: Psion/Wilder 1, Psychic Warrior 1, Rhi’zen 1, you can transfer 20 points of damage (or less, if you Adept of Shadows 1 choose) from yourself to the touched creature. You Display: Auditory immediately regain hit points equal to the amount of Manifesting Time: 1 immediate action Range: Personal damage you transfer. You cannot use this power to gain hit points Target: You in excess of your full normal total. The transferred Duration: 1 round damage is empathic in nature, so powers and abilities Power Points: 1 the subject may have such as damage reduction and You empty your mind of all transitory and distracting thoughts, improving your self-control. You gain a +2 regeneration do not lessen or change this damage. The damage transferred by this power has no bonus on all Will saves until your next action. You can manifest this power instantly, quickly type, so even if the subject has immunity to the type of damage you originally took, the transfer occurs enough to gain its benefit in an emergency. Manifesting this power is an immediate action, like manifesting a normally and deals hit point damage to the subject. Augment: You can augment this power in one or both quickened power, and it counts toward the normal limit of one quickened power per round. You can use this of the following ways: 1. For every additional power point you spend, you can power even when it is not your turn. transfer an additional 5 points of damage (maximum 90 Augment: For every 2 additional power points you spend, the bonus on your Will saves increases by 1. points per manifestation). 2. If you spend 6 additional power points, this power affects all creatures in a 20-foot-radius spread centered Energy Ball on you (the total damage dealt and healed cannot Psychokinesis [see text] exceed 90 points, divided as you choose between all Level: Kineticist 4 Display: Auditory affected creatures). Manifesting Time: 1 standard action Range: Long (400 feet + 40 feet/level) Empathy Area: 20-foot-radius spread Telepathy [Mind-Affecting] Duration: Instantaneous Level: Psion/Wilder 1, Mist Wanderer 1, Rhi’zen 1 Saving Throw: Reflex half Display: Mental pain into yourself in an empathic manner. The damage transferred by this power has no type, so even if you have immunity to the type of damage the target originally took, the transfer occurs normally and deals hit point damage to you. Alternatively, you can use this power to absorb one poison or one disease afflicting the target creature into yourself. When you absorb a poison or disease, you do not take any of the damage previously dealt to the target by the affliction, but you do assume the burden of making the secondary and/or continuing Fortitude saves to combat the affliction. Finally, you can use this power to transfer up to 1 point of ability damage per manifester level from the target to yourself (this is another alternate use). Augment: For every additional power point you spend, you can heal an additional 2d10 points of damage (to a maximum of 10d10 points per manifestation). 157 POWERS ▪ Energy Bolt-Energy Cone Power Resistance: Yes Power Points: 7 Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create an explosion of energy of the chosen type that deals 7d6 points of damage to every creature or object within the area. The explosion creates almost no pressure. Cold: A ball of this energy types causes fatigue on a failed save (lasts for 1d6 rounds). Electricity: Manifesting a ball of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance. Fire: A ball of this energy type deals +1 point of damage per die. Sonic: A ball of this energy type deals –1 point of damage per die and ignores an object’s hardness. This power’s subtype is the same as the type of energy you manifest. Augment: For every additional power point you spend, this power’s damage increases by one die (d6). For each extra two dice of damage, this power’s save DC increases by 1. Energy Bolt Psychokinesis [see text] Level: Psion/Wilder 3, Swamp Lord 3 Display: Auditory Manifesting Time: 1 standard action Range: 120 feet Area: 120-foot line Duration: Instantaneous Saving Throw: Reflex half Power Resistance: Yes Power Points: 5 Upon manifesting this power, you choose cold, electricity, fire, or sonic. You release a powerful stroke of energy of the chosen type that deals 5d6 points of damage to every creature or object within the area. The beam begins at your fingertips. Cold: A bolt of this energy types causes fatigue on a failed save (lasts for 1d6 rounds). Electricity: Manifesting a bolt of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance. Fire: A bolt of this energy type deals +1 point of damage per die. Sonic: A bolt of this energy type deals –1 point of damage per die and ignores an object’s hardness. This power’s subtype is the same as the type of energy you manifest. Augment: For every additional power point you spend, this power’s damage increases by one die (d6). For each extra two dice of damage, this power’s save DC increases by 1. Energy Burst Psychokinesis [see text] Level: Psion/Wilder 3 Display: Auditory Manifesting Time: 1 standard action 158 Range: 40 feet Area: 40-foot-radius burst centered on you Duration: Instantaneous Saving Throw: Reflex half Power Resistance: Yes Power Points: 5 Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create an explosion of unstable ectoplasmic energy of the chosen type that deals 5d6 points of damage to every creature or object within the area. The explosion creates almost no pressure. Since this power extends outward from you, you are not affected by the damage. Cold: A burst of this energy types causes fatigue on a failed save (lasts for 1d6 rounds). Electricity: Manifesting a burst of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance. Fire: A burst of this energy type deals +1 point of damage per die. Sonic: A burst of this energy type deals –1 point of damage per die and ignores an object’s hardness. This power’s subtype is the same as the type of energy you manifest. Augment: For every additional power point you spend, this power’s damage increases by one die (d6). For each extra two dice of damage, this power’s save DC increases by 1. Energy Cone Psychokinesis [see text] Level: Kineticist 3 Display: Auditory Manifesting Time: 1 standard action Range: 60 feet Area: Cone-shaped spread Duration: Instantaneous Saving Throw: Reflex half Power Resistance: Yes Power Points: 5 Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create a cone of energy of the chosen type, extending outward from your hand that deals 5d 6 points of damage to every creature or object within the area. Cold: A cone of this energy types causes fatigue on a failed save (lasts for 1d6 rounds). Electricity: Manifesting a cone of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance. Fire: A cone of this energy type deals +1 point of damage per die. Sonic: A cone of this energy type deals –1 point of damage per die and ignores an object’s hardness. This power’s subtype is the same as the type of energy you manifest. Augment: For every additional power point you spend, this power’s damage increases by one die (d6). For each extra two dice of damage, this power’s save DC increases by 1. Energy Conversion-Energy Missile ▪ POWERS Energy Conversion Psychometabolism [see text] Level: Psion/Wilder 7, Swamp Lord 7 Display: Mental Manifesting Time: 1 standard action Range: Personal and close (25 feet + 5 feet/2 levels); see text Effect: Ray; see text Duration: 10 minutes/level Saving Throw: None Power Resistance: Yes Power Points: 13 As energy resistance, except that instead of radiating away energy as light, you store up the energy and can later discharge it as a ray. To discharge a ray requires a standard action. You can choose to fire any number of rays during the power’s duration. The ray you fire must be of one of the energy types you have stored (if you have stored more than one type, you can choose what kind of energy to use for each ray). If a ray successfully strikes its target (requiring a ranged touch attack), the target takes damage equal to the amount of energy damage of that type you have stored, up to a maximum of three times your manifester level. As long as this power remains in effect, you can continue to absorb energy damage and fire additional rays using the stored damage. You cannot store more damage than 5 times your manifester level. This power’s subtype is the same as the type of energy you discharge in a ray; thus, its subtype can change during the course of the power’s duration. Energy Current Psychokinesis [see text] Level: Kineticist 5 Display: Visual; see text Manifesting Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Target: Any two creatures no more than 15 feet apart Duration: Concentration, up to 1 round/level Saving Throw: Reflex half Power Resistance: Yes Power Points: 9 Upon manifesting this power, you choose cold, electricity, fire, or sonic. Your body’s psionically fueled bioenergetic currents produce an arc of energy of the chosen type that targets a creature you designate as the primary foe for 9d6 points of damage in every round when the power remains in effect. Energy also arcs off the primary foe to strike one additional foe that is initially within 15 feet of the primary foe, or that subsequently moves within 15 feet of the primary foe while the duration lasts. Secondary foes take half the damage that the primary foe takes in every round while the duration lasts. Should either the primary or secondary foe fall to less than 0 hit points (or should a target completely evade the effect with a special ability or power), the energy current ’s arc randomly retargets another primary and/or secondary foe while the duration lasts. Targeted foes can move normally, possibly moving out of range of the effect, but each round they are targeted and remain in range they must make a saving throw to avoid taking full damage in that round. If there is ever a round in which there are not two valid targets for the current, then this effect ends immediately. Concentrating to maintain energy current is a full-round action. If you take damage while maintaining energy current, you must make a successful Concentration check (DC 10 + damage dealt) to avoid losing your concentration on the power. Cold: A current of this energy types causes fatigue on a failed save (lasts for 1d6 rounds). Electricity: Manifesting a current of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance. Fire: A current of this energy type deals +1 point of damage per die. Sonic: A current of this energy type deals –1 point of damage per die and ignores an object’s hardness. This power’s subtype is the same as the type of energy you manifest. Augment: You can augment this power in one or both of the following ways: 1. For every additional power point you spend, this power’s damage increases by one die (d6). For each extra two dice of damage, this power’s save DC increases by 1. 2. For every 4 additional power points you spend, this power can affect an additional secondary target. Any additional secondary target cannot be more than 15 feet from all other targets of the power. Energy Missile Psychokinesis [see text] Level: Kineticist 2 Display: Auditory Manifesting Time: 1 standard action Range: Medium (100 feet + 10 feet/ level) Targets: Up to five creatures or unattended objects; no two targets can be more than 15 feet apart. Duration: Instantaneous Saving Throw: Reflex half Power Resistance: Yes Power Points: 3 Upon manifesting this power, you choose cold, electricity, fire, or sonic. You release a powerful missile of energy of the chosen type at your foe. The missile deals 3d6 points of damage to each creature or object (unattended only) you target, to the maximum of five targets. You cannot hit the same target multiple times with the same manifestation of this power. Cold: A missile of this energy types causes fatigue on a failed save (lasts for 1d6 rounds). Electricity: Manifesting a missile of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance. Fire: A missile of this energy type deals +1 point of damage per die. Sonic: A missile of this energy type deals –1 point of damage per die and ignores an object’s hardness. This power’s subtype is the same as the type of energy you manifest. 159 POWERS ▪ Energy Push-Energy Resistance, Specific Augment: For every additional power point you spend, this power’s damage increases by one die (d6). For each extra two dice of damage, this power’s save DC increases by 1 Energy Push Psychokinetic [see text] Level: Mist Wanderer 2, Psion/Wilder 2, Swamp Lord 2 Display: Auditory and visual Manifesting Time: 1 standard action Range: Medium (100 feet + 10 feet/level) Effect: Ray Duration: Instantaneous Saving Throw: Reflex half Power Resistance: Yes Power Points: 3 Upon manifesting this power, you choose cold, electricity, fire, or sonic. You project a solid blast of energy of the chosen type at a target, dealing it 2d6 points of damage. In addition, if a subject of up to one size category larger than you fails a Strength check (DC equal to 12 + your Intelligence (if psion) or Charisma (if wilder)), the driving force of the energy blast pushes it back 5 feet plus another 5 feet for every 5 points of damage it takes. If a wall or other solid object prevents the subject from being pushed back, the subject instead slams into the object and takes an extra 2d6 points of damage from the impact (no save). The movement caused by energy push does not provoke attacks of opportunity. Cold: A blast of this energy types causes fatigue on a failed save (lasts for 1d6 rounds). Electricity: Manifesting a blast of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance. Fire: A blast of this energy type deals +1 point of damage per die (damage from impact remains at 2d6 points). Sonic: A blast of this energy type deals –1 point of damage per die (damage from impact remains at 2d6 points) and ignores an object’s hardness. This power’s subtype is the same as the type of energy you manifest. Augment: For every 2 additional power points you spend, this power’s damage increases by one die (d6) and its save DC increases by 1 and the Strength check DC increases by 1. The damage increase applies to both the initial blast and any damage from impact with an object. Energy Ray Psychokinesis [see text] Level: Psion/Wilder 1, Swamp Lord 1 Display: Auditory Manifesting Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Effect: Ray Duration: Instantaneous Saving Throw: None Power Resistance: Yes 160 Power Points: 1 Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create a ray of energy of the chosen type that shoots forth from your fingertip and strikes a target within range, dealing 1d6 points of damage, if you succeed on a ranged touch attack with the ray. Cold: A ball of this energy types causes fatigue for 1 round. Electricity: Manifesting a ray of this energy type provides a +3 bonus on your attack roll if the target is wearing metal armor and a +2 bonus on manifester level checks for the purpose of overcoming power resistance. Fire: A ray of this energy type deals +1 point of damage per die. Sonic: A ray of this energy type deals –1 point of damage per die and ignores an object’s hardness. This power’s subtype is the same as the type of energy you manifest. Augment: For every additional power point you spend, this power’s damage increases by one die (d6). Energy Resistance Psychometabolism [see text] Level: Mist Wanderer 4, Egoist 4, Psion/Wilder 4, Psychic Warrior 4, Swamp Lord 4 Display: Visual [see text] Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 minute/level Power Points: 7 You change your body such that certain types of energy no longer harm it. When you manifest this power, choose an energy type (acid, cold, electricity, fire or sonic), you gain resistance 20 against that energy type. At manifester level 11, the granted resistance increases to 30. You have the option of radiating shadowy illumination in a 60-foot radius when you absorb energy using this power. The illumination persists for one round for each point of resisted damage. The resistance provided by this power also extends to your equipment and does not stack with other forms of resistance. This power has elemental subtypes that match the chosen elements. Augment: For every 2 additional power points you spend while manifesting this power, it protects against one additional energy type. Energy Resistance, Specific Psychometabolism [see text] Level: Mist Wanderer 2, Psion/Wilder 2, Psychic Warrior 2, Swamp Lord 2 Display: Visual [see text] Manifesting Time: 1 standard action Range: Personal Target: You Duration: 10 minutes/level Power Points: 3 Energy Retort-Energy Wall ▪ POWERS You change your body such that a specific type of energy no longer harms it. When you manifest this power, choose one energy type (acid, cold, electricity, fire or sonic), and you gain resistance 10 against that energy type. If manifested by a 7th-level manifester, this power instead grants resistance 20 against the chosen energy type; this increases again to 30 at manifester level 11. You have the option of radiating shadowy illumination in a 60-foot radius when you absorb energy using this power. The illumination persists for one round for each point of resisted damage. The resistance provided by this power also extends to your equipment and does not stack with other forms of resistance. This power has an elemental subtype that matches the chosen element. Energy Retort Psychokinesis [see text] Level: Psion/Wilder 3 Display: Visual Manifesting Time: 1 standard action Range: Personal and close (25 feet + 5 feet/2 levels); see text Targets: You and creature or object attacking you; see text Duration: 1 minute/level Saving Throw: Reflex half Power Resistance: Yes Power Points: 5 Upon manifesting this power, you choose cold, electricity, fire, or sonic. You weave a field of potential energy of the chosen type around your body. The first successful attack made against you in each round during the power’s duration prompts a response from the field with out any effort on your part. The attack may be physical, the effect of a power, or the effect of a spell (including spell-like, supernatural, and extraordinary abilities). An “ectoburst” discharges from the field, targeting the source of the attack and dealing 4d6 points of damage of the chosen energy type. To be affected, a target must be within close range, you must have line of sight and line of effect to it, and you must be able to identify the source of the attack. The ectoburst is a ranged touch attack made using your base attack bonus plus your key ability modifier for your manifesting class. Cold: A field of this energy types causes fatigue on a failed save (lasts for 1d6 rounds). Electricity: Manifesting a field of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance. Fire: A field of this energy type deals +1 point of damage per die. Sonic: A field of this energy type deals –1 point of damage per die and ignores an object’s hardness. This power’s subtype is the same as the type of energy you manifest. Augment: For every additional power point you spend, this power’s duration increases by 1 minute. Energy Stun Psychokinesis [see text] Level: Psion/Wilder 2, Swamp Lord 2 Display: Auditory Manifesting Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Area: 5-foot-radius burst Duration: Instantaneous Saving Throw: Reflex half and Will negates; see text Power Resistance: Yes Power Points: 3 Upon manifesting this power, you choose cold, electricity, fire, or sonic. You release a powerful stroke of the chosen energy type that encircles all creatures in the area, dealing 1d6 points of damage to each of them. In addition, any creature that fails its save for half damage must succeed on a Will save or be stunned for 1 round. Cold: A stroke of this energy types causes fatigue on a failed save (lasts for 1d6 rounds). Electricity: Manifesting a stroke of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance. Fire: A stroke of this energy type deals +1 point of damage per die. Sonic: A stroke of this energy type deals –1 point of damage per die and ignores an object’s hardness. This power’s subtype is the same as the type of energy you manifest. Augment: For every additional power point you spend, this power’s damage increases by one die (d6). For each extra two dice of damage, this power’s save DC increases by 1. Energy Wall Metacreativity (Creation) [see text] Level: Psion/Wilder 3, Swamp Lord 3 Display: Auditory Manifesting Time: 1 standard action Range: Medium (100 feet + 10 feet/ level) Area: An opaque sheet of energy up to 20 feet long/ level or a ring of energy with a radius of up to 5 feet/2 levels Duration: Concentration + 1 round/ level Saving Throw: Reflex half Power Resistance: No Power Points: 5 Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create an immobile sheet of energy of the chosen type formed out of unstable ectoplasm. One side of the wall, selected by you, sends forth waves of energy, dealing 2d6 points of damage to creatures and objects within 10 feet and 1d6 points of damage to those beyond 10 feet but within 20 feet. In addition, anyone passing though the energy wall takes 2d6 points of damage +1 point per manifester level (maximum +20). If you manifest the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. 161 POWERS ▪ Energy Wave-Entropy Burst If you manifest this power in the form of a ring of energy, you choose whether the waves of energy radiate inward or outward from the ring. Cold: A wall of this energy types causes fatigue on a failed save (lasts for 1d6 rounds). Electricity: Manifesting a sheet of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance. Fire: A sheet of this energy type deals +1 point of damage per die. Sonic: A sheet of this energy type deals –1 point of damage per die and ignores an object’s hardness. This power’s subtype is the same as the type of energy you manifest. Energy Wave Psychokinesis [see text] Level: Psion/Wilder 7, Swamp Lord 7 Display: Auditory Manifesting Time: 1 standard action Range: 120 feet Area: Cone-shaped spread Duration: Instantaneous Saving Throw: Reflex half Power Resistance: Yes Power Points: 13 Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create a flood of energy of the chosen type out of unstable ectoplasm that deals 13d6 points of damage to each creature and object in the area. This power originates at your hand and extends outward in a cone. Cold: . A wave of this energy types causes fatigue on a failed save (lasts for 1d6 rounds). Electricity: Manifesting a wave of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance. Fire: A wave of this energy type deals +1 point of damage per die. Sonic: A wave of this energy type deals –1 point of damage per die and ignores an object’s hardness. This power’s subtype is the same as the type of energy you manifest. Augment: For every additional power point you spend, this power’s damage increases by one die (d6). For each extra two dice of damage, this power’s save DC increases by 1. Enhanced Perception Psychometabolism Level: Mist Wanderer 1, Psion/Wilder 2, Psychic Warrior 1, Swamp Lord 2, Adept of Shadows 1 Display: Visual Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level Power Points: 3 (Psion/Wilder, Swamp Lord), 1 (Psychic Warrior, Mist Wanderer, Adept of Shadows) You gain low-light vision (as an Elorii) for the duration 162 of the power, as well as a +2 bonus on Search and Spot checks. In addition, you gain the ability to notice secret or concealed doors by merely passing within 5 feet of one, getting to make a Search check as if you were actively looking for it. If enhanced perception is used in conjunction with my light, the cone of light extends out to 40 feet instead of 20 feet. Entangling Ectoplasm Metacreativity (Creation) Level: Psion/Wilder 1, Rhi’zen 2, Swamp Lord 1 Display: Material and visual Manifesting Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Target: One Medium or smaller creature Duration: 5 rounds Saving Throw: None Power Resistance: No Power Points: 1 (Psion/Wilder, Swamp Lord), 3 (Rhi’zen) You draw forth a glob of ectoplasmic goo from the Astral Plane and immediately throw it as a ranged touch attack at any creature in range. On a successful hit, the subject is covered in goo and becomes entangled (as defined in Core Rulebook I). The goo evaporates at the end of the power’s duration. Augment: For every 2 additional power points you spend, this power can affect a target one size category larger. Entropic Leech Psychokinesis (Preternatural) [Entropy] Level: Kineticist 8, Psion/Wilder 9 Display: Auditory and Mental Manifesting Time: 1 round Range: Medium (100 feet + 10 feet/level) Area: Two 10-foot cubes per level (S) Duration: Instantaneous Saving Throw: Fortitude partial Power Resistance: Yes Power Points: 15 (Kineticist), 17 (Psion/Wilder) When the entropic leech power is manifested, the whole area is shot through with sheets of raw entropy. The entropy leeches at the life force of all creatures and living things within the area, dealing 15d6 points of entropy damage. Augment: For every additional power point you spend, this power’s damage increases by one die (d6). For each extra two dice of damage, this power’s save DC increases by 1. Entropy Burst Psychokinesis (Preternatural) [Entropy] Level: Kineticist 6, Psion/Wilder 7 Display: Auditory Manifesting Time: 1 standard action Range: Medium (100 feet + 10 feet/level) Area: 10 foot radius burst Duration: Instantaneous Saving Throw: Fortitude partial Eradicate Invisibility-Evade Burst ▪ POWERS Power Resistance: Yes Power Points: 11 (Kineticist), 13 (Psion/Wilder) You summon forth a burst of raw entropy to damage your foes. Creatures that are within the burst suffer 6d4 entropy damage. All creatures that take damage must also make a Fortitude save; creatures that fail are stunned for 1 round. Augment: This power can be augmented in one or more of the following means: 1. Each 2 additional power points spent while manifesting this power increase the DC of this power by 1. 2. Each 2 additional power points spent while manifesting this power increase the initial damage dealt by 1d4. 2. Each 6 additional power points spent while manifesting this power increase the duration of the stunning effect by 1 round, and increase the DC by 1. Eradicate Invisibility Psychokinesis Level: Psion/Wilder 3, Swamp Lord 3 Display: Visual Manifesting Time: 1 standard action Range: 50 feet Targets: You and all invisible creatures and objects in a 50-foot-radius burst centered on you Duration: Instantaneous Saving Throw: Reflex negates Power Resistance: No Power Points: 5 You radiate a psychokinetic burst that disrupts and negates all types of invisibility (though this power can’t negate the effect of cloud mind). Any creature that fails its save to avoid the effect loses its invisibility. Creatures that are naturally invisible, such as an invisible stalker, are revealed as a dim outline for 1 round (until the beginning of your next turn) and do not have total concealment during this period. Augment: For every additional power point you spend, this power’s range and the radius of the burst in which it functions both increase by 5 feet. Errant Strike Metacreativity (Creation, Preternatural) [Entropic] Level: Mist Wanderer 4, Psychic Warrior 5 Display: Material Manifesting Time: 1 standard action Range: Touch Target: One melee weapon touched Duration: 1 round/level Saving Throw: No Power Resistance: No Power Points: 9 (Psychic Warrior), 7 (Mist Wanderer) You draw forth strands of entropic energy, solidify them, and bond them to the edges of the touched weapon. A weapon so modified has its critical multiplier increased by 1. The effects of this power do no stack with any magical or psionic effect that increases the critical range of a weapon; nor can this power be applied to any weapon with an enhancement whose activation strength is tied to the critical multiplier, such as the elemental burst enhancements. In Living Arcanis, this power is restricted and may not be known or manifested without campaign documentation. Escape Detection Clairsentience Level: Mist Wanderer 3, Seer 3, Psychic Warrior 3, Adept of Shadows 3 Display: None Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level Power Points: 5 You (plus all your gear and any objects you carry) become difficult to detect by clairsentience powers such as clairvoyant sense, remote viewing, and psionic true seeing. If a clairsentience power or similar effect is attempted against you, the manifester of the power must succeed on a manifester level check (1d20 + manifester level, or caster level if the opponent is not a manifester) against a DC of 13 + your manifester level (maximum +10). Ethereal Jaunt, Psionic Psychoportation Level: Nomad 7 Display: Visual Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level (D) Power Points: 13 As the ethereal jaunt spell, except as noted here. Etherealness, Psionic Psychoportation Level: Psion/Wilder 9 Manifesting Time: 1 standard action Range: Touch Targets: You and one other touched willing creature/ three levels; all targets must be joined by linked hands Duration: 1 minute/level (D) Saving Throw: None Power Resistance: Yes (harmless) Power Points: 17 As the etherealness spell, except as noted here. Evade Burst Psychometabolism Level: Psion/Wilder 7, Psychic Warrior 3, Rhi’zen 3, Adept of Shadows 4 Display: Material Manifesting Time: 1 immediate action Range: Personal Target: You Duration: Instantaneous Power Points: 13 (Psion/Wilder), 5 (Psychic Warrior, Rhi’zen), 7 (Adept of Shadows) 163 POWERS ▪ Exhalation of Neroth-False Sensory Input You throw off a faux ectoplasmic shell, allowing you to slide out of range of a damaging effect. When you manifest this power in conjunction with making a successful Reflex save against an attack that normally deals half damage on a successful save, you instead take no damage. You must choose to manifest this power before you know the result of the Reflex saving throw. You can manifest this power with an instant thought, quickly enough to save yourself if you unexpectedly come within range of a dangerous effect. You can even manifest this power when it isn’t your turn. Augment: If you spend 4 additional power points, you take only half damage on a failed Reflex save. Exhalation of Neroth Psychometabolism [Acid] Level: Mist Wanderer 3, Psychic Warrior 3 Display: Visual Manifesting Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Effect: Ray Duration: Instantaneous Saving Throw: None Power Resistance: Yes Power Points: 5 You spit forth vitriolic acid, originating from your mouth, at your target. If you succeed on a ranged touch attack, the target takes 3d6 points of acid damage. Augment: For every 2 additional power points you spend, this power’s damage increases by 1d6 points. Expansion Psychometabolism Level: Psychic Warrior 1 Display: Olfactory Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level (D) Power Points: 1 This power causes instant growth, doubling your height, length, and width and multiplying your weight by 8. This increase changes your size category to the next larger one. You gain a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum effective Dexterity score of 1), a –1 size penalty on attack rolls, and a –1 size penalty to Armor Class due to your increased size. If your new size is Large or larger, you have a space of at least 10 feet and a natural reach of at least 10 feet. This power doesn’t change your speed. If insufficient room is available for the desired growth, you attain the maximum possible size and can make a Strength check (using your increased Strength score) to burst any enclosures in the process. If you fail, you are constrained without harm by the materials enclosing you—you cannot crush yourself to death by increasing your size. All of your equipment, worn or carried, is similarly expanded by this power. Melee weapons deal more damage. 164 Other psionic or magical properties are not affected by this power. Any affected item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them). Multiple effects that increase size do not stack, which means (among other things) that you can’t use a second manifestation of this power to further expand yourself. Augment: You can augment this power in one or more of the following ways: 1. If you spend 6 additional power points, you can manifest this power as a swift action instead of a standard action. 2. If you spend 2 additional power points, this power’s duration is 1 minute per level rather than 1 round per level. 3. If you spend 4 additional power points, this power’s duration is 10 minutes per level rather than 1 round per level. False Sensory Input Telepathy [Mind-Affecting] Level: Telepath 3, Adept of Shadows 4 Display: Mental Manifesting Time: 1 round Range: Long (400 feet + 40 feet/level) Target: One creature Duration: Concentration, up to 1 minute/level (D) Saving Throw: Will negates Power Resistance: Yes Power Points: 5 (Telepath), 7 (Adept of Shadows) You have a limited ability to falsify one of the subject’s senses. The subject thinks she sees, hears, smells, tastes, or feels something other than what her senses actually report. You can’t create a sensation where none exists, nor make the subject completely oblivious to a sensation, but you can replace the specifics of one sensation with different specifics. For instance, you could make a human look like a dwarf (or one human look like another specific human), a closed door look like it is open, a vat of acid smell like rose water, a parrot look like a bookend, stale rations taste like fresh fruit, a light pat feel like a dagger thrust, a scream sound like the howling wind, and so on. You can switch between senses you falsify round by round. You can’t alter the size of an object by more than 50% by using this power. Thus, you couldn’t make a castle look like a hovel, but you could make it look like a different castle, or a rough hillock of approximately the same size. If this power is used to distract an enemy manifester who is attempting to use his powers, the enemy must make a Concentration check as if being grappling or pinned. Because you override a victim’s senses, you can fool a victim who is using true seeing or some other method of gathering information, assuming you know that the victim is actively using such an effect and you can maintain concentration. Augment: For every 2 additional power points you spend, this power can affect an additional target. All targets must be within 15 feet of all other targets. Far Hand-Fiery Discorporation ▪ POWERS Far Hand Psychokinesis Level: Mist Wanderer 1, Psion/Wilder 1 Display: Visual Manifesting Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Target: A nonmagical, unattended object weighing up to 5 lb. Duration: Concentration, up to 1 minute Saving Throw: None Power Resistance: No Power Points: 1 You can mentally lift and move an object at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the power ends if the distance between you and the object exceeds the power’s range. Augment: For every 2 additional power points you spend, this power’s range increases by 5 feet. Fate Link Clairsentience Level: Seer 3 Display: Olfactory Manifesting Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Target: Any two living creatures that are initially no more than 30 feet apart. Duration: 10 minutes/level Saving Throw: Will negates Power Resistance: Yes Power Points: 5 You temporarily link the fates of any two creatures, if both fail their saving throws. If either linked creature experiences pain, both feel it. When one loses hit points, the other loses the same amount. If one takes nonlethal damage, so does the other. If one creature is subjected to an effect to which it is immune (such as a type of energy damage), the linked creature is not subjected to it either. If one dies, the other must immediately succeed on a Fortitude save against this power’s save DC or gain two negative levels. No other effects are transferred by the fate link. The targets of this power do not have to remain within 30 feet of each other after the power is manifested. Augment: For every 2 additional power points you spend, this power’s save DC increases by 1. You can manifest this power instantly, quickly enough to gain its benefits in an emergency. If you use the power to reroll a saving throw, you can manifest this power even when it is not your turn. Feat Leech Clairsentience Level: Mist Wanderer 2, Psion/Wilder 2, Psychic Warrior 2, Rhi’zen 2 Display: Mental and visual Manifesting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 minute/level Saving Throw: Will negates; see text Power Resistance: Yes Power Points: 3 You can use another’s psionic or metapsionic feats for yourself. You make a melee touch attack against a target. If successful, you are immediately familiar with the target’s psionic and metapsionic feats, if any, and you can choose a number of these feats to “leech” equal to your Wisdom modifier (minimum one). While the power lasts, you are treated as if you possessed the stolen feats, despite the fact that you have more feats than normally allowed. During this same period, the target can make no use of the stolen feats. When the power’s duration expires, you lose access to the feats, and the target gains immediate use of them. This transfer occurs regardless of the distance between you and the target. If the duration of feat leech is extended by the use of a metapsionic feat, the target gains a Will saving throw every 10 minutes beyond the normal duration. If this save succeeds, the power’s duration ends. If the target is killed before the duration expires, you immediately lose the benefit of the stolen feats. You cannot steal a feat for which you do not meet the prerequisites, if any. However, you can use a stolen feat as the prerequisite for another stolen feat. Augment: For every 2 additional power points you spend, this power’s save DC increases by 1. Fiery Discorporation Psychokinesis [Fire] Level: Kineticist 5 Display: Visual Manifesting Time: 1 immediate action Fate of One Range: Personal Clairsentience Target: You Level: Seer 7 Duration: Instantaneous and up to one day; see text Display: Mental and visual Power Points: 9 Manifesting Time: 1 immediate action You use your mastery of energy to cheat death. If you Range: Personal are within 30 feet of an open flame, you can use this Target: You power. Any damage that would reduce you to 0 hit Duration: Instantaneous points or lower instead has a chance to discorporate Power Points: 13 you. You attempt a Will save (DC 5 + damage dealt); Your limited omniscience allows you to reroll a saving if it succeeds, you simply break apart into dozens of throw, attack roll, or skill check. Whatever the result of flitting tongues of flame and vanish, along with all of the reroll, you must use it even if it is worse than the your gear and anything you are holding or carrying. You original roll. do not suffer the damage that triggers the manifesting of this power if you successfully discorporate. 165 POWERS ▪ Fiery Discorporation, Great-Fly, Psionic One day later, you reappear adjacent to an open flame nearest to the place where you discorporated, seeming to materialize from the fire (you choose where you appear along the perimeter of that open flame). While discorporated, you do not exist—you can do nothing, nor can any of your enemies do anything to you. Augment: For every 3 additional power points you spend, you gain a +1 bonus on your Will save to determine whether you discorporate. Fly, Psionic Psychoportation Level: Nomad 3 Display: Auditory Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 minute/level (D) Power Points: 5 As the fly spell, except as noted here. Fiery Discorporation, Greater Psychokinesis [Fire] Level: Kineticist 7 Display: Visual Manifesting Time: 1 immediate action Range: Personal and Medium (100 feet + 10 feet/ level) Target: You and one creature Duration: Instantaneous and up to one day; see text Power Points: 13 As the fiery discorporation power, except as noted here. When you discorporate, you may direct a burst of fire towards the creature that struck the blow that discorporated you. Treat this as a ranged touch attack that deals 6d6 fire damage. Augment: In addition to the augment option of the fiery discorporation power, the following option is available when manifesting this power. For every two additional power points you spend, this power’s damage increases by one die (d6). Force Screen Psychokinesis [Force] Level: Mist Wanderer 1, Psion/Wilder 1, Psychic Warrior 1, Rhi’zen 1, Swamp Lord 1, Adept of Shadows 1 Display: Auditory Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 minute/level Power Points: 1 You create an invisible mobile disk of force that hovers in front of you. The force screen provides a +4 shield bonus to Armor Class (which applies against incorporeal touch attacks, since the force screen is a force effect). Since it hovers in front of you, the effect has no armor check penalty associated with it. Augment: For every 4 additional power points you spend, the shield bonus to Armor Class improves by 1. Fire Shield, Psionic Psychokinesis [see text] Level: 4 (see val’Ossan Gelumancer prestige class), Psion/Wilder 5, Swamp Lord 5 Display: Mental, Physical Manifesting Time: 1 standard action Range: Personal Targets: You Duration: 1 round / level (D) Power Points: 7 (val’Ossan Gelumancer), 9 (Psion/ Wilder, Swamp Lord) As the fire shield spell, except as noted here. Float Psychoportation Level: Mist Wanderer 1, Psion/Wilder 1, Psychic Warrior 1, Rhi’zen 1, Swamp Lord 1, Adept of Shadows 1 Display: Auditory Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level (D) Power Points: 1 You mentally support yourself in water or similar liquid. You can swim at a speed of 10 feet using the power alone, or use it to boost your swim speed by 10 feet. 166 Form of Doom-Fusion ▪ POWERS Form of Doom Psychometabolism (Preternatural) Level: Psychic Warrior 6 Display: Visual; see text Manifesting Time: 1 standard action Range: Personal; see text Target: You Duration: 1 round/level (D) Power Points: 11 You wrench from your subconscious a terrifying visage of deadly hunger and become one with it. You are transformed into a nightmarish version of yourself, complete with an ooze-sleek skin coating, lashing tentacles, and a fright-inducing countenance. You effectively gain a +10 bonus on Disguise checks, though you retain your basic shape and can continue to use your equipment. This power cannot be used to impersonate someone; while horrible, your form is recognizably your own. You gain the frightful presence extraordinary ability, which takes effect automatically when you charge a foe. Opponents within 30 feet of you that have fewer Hit Dice or levels than you and that witness your charge become shaken for 5d6 rounds if they fail a Will save (DC 16 + your Cha modifier). An opponent that succeeds on the saving throw is immune to your frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect. Your horrific form grants you a natural armor bonus of +5, damage reduction 5/–, and a +4 bonus to your Strength score. In addition, you gain +10 feet to your land speed as well as a +10 bonus on Climb and Jump checks. A nest of violently-flailing black tentacles sprout from your hair and back. You can make up to four additional attacks with these tentacles in addition to your regular melee attacks in each round that you take a full attack action. You can make tentacle attacks within the space you normally threaten. If you make your tentacle attacks in addition to you regular melee attacks, each tentacle attacks at your highest base attack bonus with a –5 penalty. If you forgo all of your other attacks, making only tentacle attacks, you make your tentacle attacks at your highest base attack bonus with no penalty. These tentacles deal 2d8 points of damage plus one-half your Strength bonus on each successful strike. This power functions only while you inhabit your base form (for instance, you can’t be metamorphed or polymorphed into another form, though you can use claws of the beast, and bite of the wolf in conjunction with this power for your regular attacks), and while your mind resides within your own body. Augment: For every additional power point you spend, this power’s duration increases by 2 rounds. Range: Personal Target: You Duration: 10 minutes/level Power Points: 7 (Psion/Wilder, Psychic Warrior, Mist Wanderer, Rhi’zen, Swamp Lord), 9 (Adept of Shadows) As the freedom of movement spell, except as noted here. Fuse Flesh Psychometabolism Level: Psion/Wilder 6, Swamp Lord 6 Display: Visual Manifesting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 round/level Saving Throw: Fortitude negates and Fortitude partial; see text Power Resistance: Yes Power Points: 11 You cause the touched subject’s flesh to ripple, grow together, and fuse into a nearly seamless whole. The subject is forced into a fetal position (if humanoid), with only the vaguest outline of its folded arms and legs visible below the all-encompassing wave of flesh. The subject retains the ability to breathe, eat, and excrete, but may lose the use of its senses (see below). If the sudden transformation would prove fatal to the creature (such as fusing a swimming, air-breathing subject, or a flying subject), the subject gets a +4 bonus on the save. Unless it loses the use of its senses (see below), the creature can still perform purely mental actions, such as manifesting powers. If the target fails its Fortitude save to avoid the power’s effect, the subject must immediately attempt a second Fortitude save. If this second save is failed, the creature’s eyes and ears fuse over, effectively blinding and deafening it. Moreover, it loses its extraordinary, supernatural, and spell-like abilities, as well as its ability to manifest powers (if any), and is generally in sorry shape. Incorporeal or gaseous creatures and creatures not composed of flesh are immune to fuse flesh, and a shapechanger can revert to its unfused form as a standard action. Augment: For every 2 additional power points you spend, this power’s save DC increases by 1. Fusion Psychometabolism Level: Egoist 8 Display: Auditory, material, and visual Manifesting Time: 1 round Range: Touch Targets: You and one touched willing creature of your Freedom of Movement, Psionic type and your size or smaller Psychoportation Duration: 1 minute/level (D) Level: Mist Wanderer 4, Psion/Wilder 4, Psychic Warrior Power Points: 15, XP 4, Rhi’zen 4, Swamp Lord 4, Adept of Shadows 5 You and another willing, corporeal, living creature of Display: Auditory the same or smaller size fuse into one being. As the Manifesting Time: 1 standard action manifester, you control the actions of the fused being. 167 POWERS ▪ Graft Weapon-Grip of Iron However, you can give up this control to the other creature. Once you give up control, you cannot regain it unless the other creature relinquishes it. The fused being has your current hit points plus the other creature’s current hit points. The fused being knows all the powers you and the other creature know, has the sum of your and the other creature’s power points, and knows or has prepared any spells you or the other creature possesses (if any). Likewise, all feats, racial abilities, and class features are pooled (if both creatures have the same ability, the fused being gains it only once). For each of the six ability scores, the fused being’s score is the greater of yours and the other creature’s, and the fused being also has the higher Hit Dice or manifester level—this effectively means the fused being uses the better saving throws, attack bonus, and skill modifiers of either member, and it manifests powers at the greater of the manifester levels that you or the other creature possessed before becoming fused. You decide what equipment is absorbed into the fused being and what equipment remains available for use. These fused items are restored once the power ends. When the power ends, the fused being separates. The other creature appears in an area adjacent to you that you determine. If separation occurs in a cramped space, the other creature is expelled through the Astral Plane, finally coming to rest materially in the nearest empty space and taking 1d6 points of damage for each 10 feet of solid material passed through. Damage taken by the fused being is split evenly between you and the other creature when the power ends. You do not leave the fusion with more hit points than you entered it with, unless you were damaged prior to the fusion and the fused being was subsequently healed. In a like manner, the fused being’s remaining power points are split between you and the other creature (you can leave with more points than you entered with, as long as you don’t exceed the maximum power points for your level and ability score). Ability damage and negative levels are also split between you and the other creature. (If an odd number of negative levels or ability score reductions must be split, you decide whether you or the other creature receives the additional loss.) If a fused being is killed, it separates into its constituent creatures, both of which are also dead. You cannot use fission on a fused being. XP Cost: 100 XP. your arms. The weapon becomes a natural extension of your arm, and that hand blends seamlessly into the shaft, hilt, or head of the weapon. Now that the weapon and you are one, you gain a +1 competence bonus on all attack and damage rolls while using the weapon. The grafted weapon is considered both a standard weapon and a natural weapon for the purpose of effects that distinguish between either weapon type. For instance, the grafted weapon is treated as a natural weapon for the purpose of delivering a touch attack with a power in conjunction with the weapon attack. As with any power (or spell) melee touch attack made in conjunction with a natural weapon attack, the touch attack effect is not delivered unless the natural weapon strikes normally; on a failed attack, the touch power (or spell) is wasted. For a Psychic Warrior under the effect of the claws of the beast power, grafting a weapon means that attacks with this hand deal the base damage of the weapon, instead of the claw upon which a Psychic Warrior normally relies. While your hand is grafted to a weapon, you lose the use of that hand and take a –2 penalty on all skill checks requiring the use of hands. Powers that temporarily polymorph or metamorph you can ignore the grafted weapon or alter it normally, at your discretion. If the weapon takes damage, you take damage as well. If you are healed, so is your grafted weapon. If your weapon is destroyed, you permanently lose 2 points of Constitution; the ability drain persists until you can restore your natural anatomy (by means of regenerate or a similar effect). When this power’s duration expires, the grafted weapon falls to the ground and your hand returns. Grease, Psionic Metacreativity (Creation) Level: Psion/Wilder 1, Rhi’zen 1, Swamp Lord 1 Display: Visual and olfactory Manifesting Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Target or Area: One object or a 10-foot square Duration: 1 round/level (D) Saving Throw: See spell text Power Resistance: No Power Points: 1 As the grease spell, except as noted here. Grip of Iron Psychometabolism Graft Weapon Level: Psychic Warrior 1 Psychometabolism Display: Visual Level: Psychic Warrior 3 Manifesting Time: 1 immediate action Display: Olfactory Range: Personal Manifesting Time: 1 standard action Target: You Range: Personal Duration: 1 round/level Target: You Power Points: 1 Duration: 24 hours (D) You can improve your chances in a grapple as an Power Points: 5 immediate action, gaining a +4 enhancement bonus on You attach any melee weapon you can use in one hand— your grapple checks. You can manifest this power with mundane, psionic, or magical—onto the end of one of an instant thought, quickly enough to gain the benefit 168 Hail of Crystals-Hypercognition ▪ POWERS of the power in the current round. You can manifest this power when it isn’t your turn (if you are grappled). The benefits of this power only apply to physical grapple checks. Augment: For every 4 additional power points you spend, the enhancement bonus on your grapple checks increases by 2. Hail of Crystals Metacreativity (Creation) Level: Shaper 5 Display: Auditory and visual Manifesting Time: 1 standard action Range: Medium (100 feet + 10 feet/level) Area: 20-foot-radius burst Duration: Instantaneous Saving Throw: None or Reflex half Power Resistance: No Power Points: 9 A tiny ectoplasmic crystal emanates from your outstretched hand and rapidly expands to a 2-footdiameter ball of crystal as it speeds toward the location you designate. You can choose to aim this crystal at a single target or at a specific point in space (a grid intersection). If you aim the crystal at a single target, you must make a ranged touch attack to strike the target. Any creature or object struck by the ball of crystal takes 9d4 points of bludgeoning damage; this damage is subject to damage reduction. This target does not receive a saving throw to reduce the damage suffered. If a creature was struck by the crystal, causing it to explode, then that creature does not take the explosion damage (see below). Whether the crystal hits its target, misses, or was aimed at a point in space, it explodes upon arrival at the location you designated. Anyone within 20 feet of the explosion takes 9d4 points of slashing damage from the thousands of crystal shards that spray forth; this damage is subject to damage reduction. Creatures caught within the explosion receive a Reflex save for half damage. Augment: For every additional power point you spend, this power’s damage from the collision and explosion of the crystal both increase by 1d4 points. Power Resistance: Yes Power Points: 1 This power charges your touch with the force of a sledgehammer. A successful melee touch attack deals 1d8 points of bludgeoning damage. This damage is not increased or decreased by your Strength modifier. Augment: For every additional power point you spend, this power’s duration increases by 1 round. You may make one touch attack per round. Hypercognition Clairsentience Level: Seer 8 Display: Mental Manifesting Time: 1 standard action or 1 immediate action; see text Range: Personal Target: You Duration: Instantaneous Power Points: 15 You make lightning-fast deductions based on only the slightest clue, pattern, or scrap of memory resident in your mind. You can make reasonable statements about a person, place, or object, seemingly from very little knowledge. However, your knowledge is in fact the result of a rigorously logical process that you force your mind to undertake, digging up and correlating every possible piece of knowledge bearing on the topic (possibly even extracting echoes of knowledge from the Astral Plane). The nature of the knowledge you gain concerning the subject of your analysis might include the answer to a riddle, the way out of a maze, stray bits of information about a person, legends about a place or an object, or even a conclusion concerning a dilemma that your conscious mind is unable to arrive at. An Intelligence check may be required to obtain the desired information. If so, you can manifest hypercognition as an immediate action prior to making the check and receive a +20 bonus for doing so. Hammer Psychometabolism Level: Mist Wanderer 1, Psion/Wilder 1 , Psychic Warrior 1, Rhi’zen 1, Swamp Lord 1, Adept of Shadows 1 Display: Auditory and material Manifesting Time: 1 swift action Range: Touch Duration: 1 round Saving Throw: None 169 POWERS ▪ Id Insinuation-Immovability Id Insinuation Telepathy (Compulsion) [Mind-Affecting] Level: Psion/Wilder 2 Display: Auditory Manifesting Time: 1 standard action Range: Close (25 feet +5 feet/2 levels) Target: One creature Duration: Concentration + 1 round Saving Throw: Will negates Power Resistance: Yes Power Points: 3 As the confusion spell, except as noted here. Swift tendrils of thought disrupt the unconscious mind of any one creature, sapping its might. As long as the manifester remains concentrating fully on this power, the subject is confused, making it unable to independently determine what it will do. Roll on the following table at the beginning of each of the subject’s turns to see what the subject does in that round. d% Behavior 01–10 Attack manifester with melee or ranged weapons (or move toward manifester if attack is not possible). 11–20 Act normally. 21–50 Do nothing but babble incoherently. 51–70 Flee from manifester at top possible speed. 71– 100 Attack nearest creature (for this purpose, a psicrystal counts as part of the subject’s self). Augment: For every 2 additional power points you spend, this power’s save DC increases by 1, and the power can affect an additional target. Any additional target cannot be more than 15 feet from all other targets of the power. Identify, Psionic Clairsentience Level: Psion/Wilder 2 Display: Material and mental Manifesting Time: One day Range: Touch Target: One touched object Duration: Instantaneous Saving Throw: None Power Resistance: No Power Points: 3 As the identify spell, except as noted here. This power is used to identify the abilities of psionic items. 170 Immovability Psychometabolism Level: Psychic Warrior 4, Rhi’zen 4 Display: Visual Manifesting Time: 1 standard action Range: Personal Target: You Duration: Concentration Power Points: 7 You are almost impossible to move. Your weight does not vary; instead, you mentally attach yourself to the underlying fabric of the plane. Thus, you could conceivably anchor yourself in midair. Any creature attempting to physically move you must succeed on an opposed Strength check, and you gain a +20 bonus on the check. The aforementioned Strength check is in addition to whatever additional checks may be necessary, such as when Bull Rushing or Tripping; you do not get a bonus to subsequent checks against special attacks. You can’t voluntarily move to a new location unless you stop concentrating, which ends the power. You cannot apply your Dexterity bonus to Armor Class; however, your anchored body gains damage reduction 15/–. You cannot make physical attacks or perform any other large-scale movements (you can make small scale movements, such as breathing, turning your head, moving your eyes, talking, and so on). Powers with the teleportation descriptor, or any telekinetic effect, manifested on you automatically fail. Augment: If you spend 8 additional power points, you can manifest this power as an immediate action. Inertial Armor-Intellect Fortress ▪ POWERS Inertial Armor Psychokinesis Level: Psion/Wilder 1, Psychic Warrior 1, Rhi’zen 1, Swamp Lord 1 Display: Visual; see text Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level (D) Power Points: 1; see text Your mind generates a tangible field of force that provides a +4 armor bonus to Armor Class. Unlike mundane armor, inertial armor entails no armor check penalty or speed reduction. Because inertial armor is composed of psychokinetic force, incorporeal creatures can’t bypass it the way they do normal armor. Your inertial armor can be invisible or can appear as a colored glow, at your option. The armor bonus provided by inertial armor does not stack with the armor bonus provided by regular armor. Augment: For every 2 additional power points you spend, the armor bonus to Armor Class increases by 1. can affect an additional target. Any additional target cannot be more than 15 feet from any other target of the power. 2. For every 4 additional power points you spend, the penalty is increased by 2, or by 1 if the target makes its saves. Insanity Telepathy (Compulsion) [Mind-Affecting] Level: Psion/Wilder 7 Display: Mental Manifesting Time: 1 standard action Range: Medium (100 feet + 10 feet/level) Target: One creature Duration: Instantaneous Saving Throw: Will negates Power Resistance: Yes Power Points: 13 As the confusion spell, except as noted here. Creatures affected by this power are permanently confused and constantly behave randomly. Roll on the following table at the beginning the subject’s turn each round to see what the subject does in that round. Inertial Barrier d% Behavior Psychokinesis 01–10 Attack manifester with melee or ranged Level: Kineticist 4, Psychic Warrior 4 weapons (or move toward manifester if Display: Auditory and mental attack is not possible). Manifesting Time: 1 standard action Range: Personal 11–20 Act normally. Target: You 21–50 Do nothing but babble incoherently. Duration: 10 minutes/level Power Points: 7 51–70 Flee from manifester at top possible speed. You create a skin-tight psychokinetic barrier around yourself that resists blows, cuts, stabs, and slashes, 71–100 Attack nearest creature (for this purpose, as well as providing some protection against falling. a psicrystal counts as part of the subject’s You gain damage reduction 5/–. Inertial barrier also self). absorbs half of the damage you take from any fall. Augment: Every three additional power points you Only psychic chirurgery, reality revision, and spend while manifesting this power increase the granted other similarly extreme measures can restore the damage reduction by +1. subject’s sanity. Augment: For every 2 additional power points you Inflict Pain spend, this power’s save DC increases by 1, and the Telepathy [Mind-Affecting] power can affect an additional target. Any additional Level: Mist Wanderer 2, Psion/Wilder 2, Swamp Lord 2 target cannot be more than 15 feet from another target Display: Mental of the power. Manifesting Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Intellect Fortress Target: One creature Psychokinesis Duration: 1 round/level Level: Psion/Wilder 4, Swamp Lord 4 Saving Throw: Will partial; see text Display: Auditory Power Resistance: Yes Manifesting Time: 1 immediate action Power Points: 3 Range: 20 feet You telepathically stab the mind of your foe, causing Area: 20-foot-radius spread centered on you horrible agony. The subject suffers wracking pain that Duration: 1 round imposes a –4 penalty on attack rolls, skill checks, and Saving Throw: None ability checks. If the target makes its save, it takes only Power Resistance: Yes a –2 penalty. Power Points: 7 Augment: You can augment this power in one or both You encase yourself and your allies in a shimmering of the following ways: fortress of telekinetic force. All damage from powers 1. For every 2 additional power points you spend, and psi-like abilities taken by subjects inside the area this power’s save DC increases by 1, and the power of the intellect fortress, including ability damage, is 171 POWERS ▪ Iron Body, Psionic-Levitate, Psionic halved. This lowering takes place prior to the effects of other powers or abilities that lessen damage, such as damage reduction and evasion. Powers that are not subject to power resistance are not affected by an intellect fortress. You can manifest this power instantly, quickly enough to gain its benefits in an emergency. You can use this power even when it’s not your turn. The field generated by intellect fortress is stationary once created; it does not move with the manifester. This power is an exception to the magic-psionics transparency. It has no effect on non-psionic effects. Augment: For every additional power point you spend, this power’s duration increases by 1 round. Target: You Duration: Instantaneous Power Points: 1 You generally know where you are. This power is useful to characters that end up at unfamiliar destinations after teleporting, using a gate, or traveling to or from other planes of existence. The power reveals general information about your location as a feeling or presentiment. The information is usually no more detailed than a summary that locates you according to a prominent local or regional site. Using this power also tells you what direction you are facing. Leech Field Psychometabolism Level: Psion/Wilder 5 Iron Body, Psionic Display: Visual; see text Metacreativity (Creation) Manifesting Time: 1 standard action Level: Psion/Wilder 8 Range: Personal; see text Display: Auditory Target: You Manifesting Time: 1 standard action Duration: 1 minute Range: Personal Power Points: 9 Target: You You raise a field of potentiality that drains the vitality Duration: 1 minute/level (D) from powers that you successfully save against. When Power Points: 15 you succeed on a saving throw to negate the effect of As the iron body spell, except as noted here. a foe’s power on you, and the power is one that leech field is effective against (see below), your body erupts Keen Edge, Psionic in a brief flash of crackling dark energy. You gain 1 Metacreativity Level: Mist Wanderer 3, Psion/Wilder 3, Psychic power point for every 2 power points your foe spent to manifest the power you just saved against (to a Warrior 3, Rhi’zen 3, Adept of Shadows 3 maximum number of points equal to your manifester Display: Visual level; round down for odd-numbers of power points Manifesting Time: 1 standard action spent). You cannot gain power points that would cause Range: Close (25 feet + 5 feet/2 levels) Targets: One weapon or fifty projectiles, all of which you to exceed your normal daily maximum. This power is effective against any power that must be in contact with each other at the time of targets a single creature and allows the target a saving manifestation throw to negate it, except those that are delivered by Duration: 10 minutes/level a touch attack or a ranged touch attack (including a Saving Throw: Will negates (harmless, object) ray). Power Resistance: Yes (harmless, object) This power is also effective against spells, Power Points: 5 following the same rules as above. When successful As the keen edge spell, except as noted here. against a spell, you regain a number of power points equal to the un-augmented power point cost of a power Knock, Psionic of equal level. Do not include the effects of metamagic Psychoportation feats when determining the level of the spell (except Level: Psion/Wilder 2 Heighten Spell). Display: Material Augment: For every 2 additional power points you Manifesting Time: 1 standard action spend, this power’s duration increases by 1 minute. Range: Medium (100 feet + 10 feet/level) Target: One door, box, or chest with an area of up to Levitate, Psionic 10-square-feet/level Psychoportation Duration: Instantaneous; see spell text Level: Mist Wanderer 2, Nomad 2, Psion/Wilder 2, Saving Throw: None Psychic Warrior 2 Power Resistance: No Display: Olfactory Power Points: 3 Manifesting Time: 1 standard action As the knock spell, except as noted here. Range: Personal or close (25 feet + 5 feet/2 levels) Target: You or one willing creature or one object (total Know Direction and Location weight up to 100 lbs./level) Clairsentience Duration: 10 minutes/level (D) Level: Psion/Wilder 1, Swamp Lord 1 Saving Throw: None Display: Mental Power Resistance: Yes (harmless, object) Manifesting Time: 1 standard action Power Points: 3 Range: Personal 172 Matter Agitation-Mental Disruption ▪ POWERS As the levitate spell, except as noted here. You can’t decrease the hardness of an object Special: When a Psion/Wilder or a Psychic Warrior that already has hardness 0. manifests this power, the target is the manifester (not a Working Manipulated Metals: An object or portion willing creature or an object). thereof whose hardness is decreased or increased is permanently changed. Even hardening adamantine Matter Agitation to 25 is possible. You can also harden or weaken a Psychokinesis preforged weapon, a suit of armor, or some other Level: Psion/Wilder 1, Swamp Lord 1 finished item. Display: Auditory and material XP Cost: 250 XP for each point by which the object’s Manifesting Time: 1 standard action hardness is altered. Range: Close (25 feet + 5 feet/2 levels) In Living Arcanis, the effects of this power Area: 2-square-feet of surface area of an object or do not extend past the end of the adventure; however, creature to compensate, the experience cost is waived once per Duration: Concentration, up to 1 round/level adventure per manifester. Saving Throw: None Mental Barrier Power Resistance: Yes Clairsentience Power Points: 1 You can excite the structure of a nonpsionic, nonmagical Level: Mist Wanderer 3, Psion/Wilder 3, Psychic object, heating it to the point of combustion over time. Warrior 3, Rhi’zen 3, Adept of Shadows 3 The agitation grows more intense in the second and Display: Auditory third rounds after you manifest the power, as described Manifesting Time: 1 immediate action Range: Personal below. 1st Round: Readily flammable material (paper, dry Target: You grass, tinder, torches) ignites. Skin reddens (1 point of Duration: 1 round Power Points: 5 damage). 2nd Round: Wood smolders and smokes, metal becomes You project a field of improbability around yourself, hot to the touch, skin blisters (1d4 points of damage), creating a fleeting protective shell. You gain a +4 deflection bonus to Armor Class. hair smolders, paint shrivels, and water boils. You can manifest this power instantly, quickly 3rd and Subsequent Rounds: Wood ignites and metal scorches (1d4 points of damage for those holding enough to gain its benefits in an emergency. You can metallic objects). Skin burns and hair ignites (1d6 use this power even when it’s not your turn; however, you must manifest it prior to an opponent’s attack roll points of damage), and lead melts. If you target a creature, it takes 1 damage the in order to gain this power’s benefit against that attack. first round, 1d4 damage the second round, and 1d6 Augment: You can augment this power in one or both damage plus 1d4 damage if it is holding or wearing of the following ways: 1. If you spend 4 additional power points, the deflection metal on subsequent rounds. bonus to Armor Class increases by 1. 2. For every additional power point you spend, this Matter Manipulation power’s duration increases by 1 round. Metacreativity Level: Psion/Wilder 8 Mental Disruption Display: Auditory and mental Telepathy [Mind-Affecting] Manifesting Time: 1 standard action Level: Mist Wanderer 2, Psion/Wilder 2, Swamp Lord 2 Range: Close (25 feet + 5 feet/2 levels) Display: Mental Area: 1-cubic-foot/level of inanimate material Manifesting Time: 1 standard action Duration: Instantaneous Range: 10 feet Saving Throw: None Area: 10-foot-radius spread centered on you Power Resistance: Yes Duration: Instantaneous Power Points: 15, XP Saving Throw: Will negates You can weaken or strengthen the substance of an object Power Resistance: Yes or structure. You can affect both mundane and magical Power Points: 3 inanimate material. Weakening an object’s substance You generate a mental wave of confusion that instantly decreases its hardness and hit points, and strengthening sweeps out from your location. All creatures you it increases its hardness and hit points. You can increase designate in the affected area (you can choose certain or decrease an object’s hardness by up to 5 from its creatures to be unaffected) must make a Will save or original hardness. When hardness increases, the object become dazed for 1 round. (or portion of an object) gains 3 hit points per inch of Augment: You can augment this power in one or more thickness for every point of increased hardness. When of the following ways: hardness decreases, the object (or portion of an object) 1. For every 2 additional power points you spend, this loses 2 hit points per inch of thickness for every point power’s save DC increases by 1. of decreased hardness (to a minimum of 1 hit point per 2. For every 2 additional power points you spend, this inch of thickness). power’s range and the radius of its area both increase by 5 feet. 173 POWERS ▪ Mental Static-Metaconcert 3. For every 4 additional power points you spend, this power. This power can be augmented in one or creatures who fail their save are dazed for 1 additional more of the following means: round. 1. For every additional 2 power points you spend while manifesting this power, it receives a +1 Mental Static enhancement to the DC. Telepathy [Mind-Affecting] 2. For every additional power point you spend Level: Mist Wanderer 1, Psion/Wilder 1 while manifesting this power, it deals an extra 1d6 Display: Mental damage on a successful save (maximum 15d6). Manifesting Time: 1 standard action 3. For every additional 6 power points you spend Range: Close (25 feet + 5 feet/2 levels) while manifesting this power, the manifesting time is Targets: Up to one creature / level, no two of which reduced by 1 standard action (minimum 1 standard can be greater than 30 feet apart action). Duration: 1 round / level Saving Throw: Will negates Metaconcert Power Resistance: Yes Telepathy [Mind-Affecting] Power Points: 1 Level: Telepath 5, Psychic Warrior 5 You generate a wave of mental static that flows Display: Visual; see text outwards, coalescing around the targeted creatures. If Manifesting Time: 1 minute the targets fail their saves they are rendered into a state Range: 20 feet of incomprehension (treat this as being asleep). Target: You and up to nine other willing psionic Any damage dealt to a target will break this creatures in range effect, as will any creature taking a move-action to snap Duration: 1 minute/level (D) the affected creature out of the effect. Power Points: 9 This power cannot affect creatures with more You link your psychic might with other psionic than 4 HD. creatures, creating an entity more powerful than the Augment: You can augment this power in one or both sum of its parts. of the following ways: When you manifest this power, a number of 1. For every 2 additional power points you spend, this power points you designate flows from each participant power’s save DC increases by 1. into a collective pool. One individual is chosen as the 2. For every additional power point you spend, the metaconcert conductor by mutual consent of the other maximum Hit Dice that potentially affected creatures participants (this is usually the manifester, but doesn’t can have is 4 + the number of power points spent in have to be). Until the power ends, this conductor this fashion. directs the efforts of the group. Misty strands of glowing power link the brows of all the participants in Mental Strike a complex and shifting pattern. Telepathy [Death, Mind-Affecting] All the powers of each participant are known Level: 2 (See Brother of Shadow prestige class) to the mental entity created with metaconcert (which Display: Auditory is under the conductor’s command). This entity can’t Manifesting Time: 3 standard actions take any more actions than a normal individual, but Range: Touch and Close (25 feet + 5 feet/2 levels) it manifests all its powers more effectively. Each Target: One creature participant contributing to the entity provides a Duration: Instantaneous cumulative +1 bonus to save DCs that apply when Saving Throw: Will partial manifesting a power or using a psi-like ability. Likewise, Power Resistance: Yes each individual provides a cumulative +1 bonus when Power Points: 3 the entity makes its own saving throws in response to You reach into the target’s mind and strike at their powers or psi-like abilities. psyche, crushing their mental essence and destroying If the psionic entity takes ability damage their will to live. The target must make a Will save from a psionic attack the total is divided among all the or die. If the target succeeds on the save, it takes 1d6 members as determined by the conductor. points of damage. If the entity manifests a power that has an Special: This power requires 3 standard actions to XP cost, all the participants pay an equal share (the manifest and at the end of which you must touch the conductor pays the remainder if the cost can’t be target. The manifester may still take move actions divided evenly). during this time, but must remain within close range Once linked, the participants must remain within a 20of the target at all times during the manifesting of foot-radius area, and as a group can move at a speed this power. The Quicken Power feat, and other meta- of 10 feet. If a participant moves outside the 20-footpsionic feats that reduce manifesting time, may not be radius area occupied by the others (whether willingly applied to the manifesting of this power; the only means or involuntarily), that individual drops out of the group, to reduce the manifesting time is via the augmentation and the power point pool of the metaconcert is instantly options below. recalculated. Augment: Power points spent towards augmentation All participants who leave before a metaconcert do not stack between the various means of augmenting ends or is dismissed reclaim a number of power points 174 Metafaculty-Metaphysical Weapon ▪ POWERS equal to the current power point pool divided by the number of members. If the conductor drops out, the power ends. That same number of points is removed from the power point pool. When a metaconcert ends normally or is dismissed, remaining power points in the pool are divided among all the participants (the conductor receives the remainder if the points can’t be divided evenly). Augment: For every additional power point you spend, this power’s duration increases by 1 minute. Metafaculty Clairsentience Level: Seer 9 Display: Mental, olfactory, and visual Manifesting Time: 1 hour Range: Personal Target: You Duration: Instantaneous and 1 minute/level (D); see text Power Points: 17, XP You elevate your mind to a near-universal consciousness, cogitating countless impressions and predictions involving any creature you have seen before, whether personally or by means of another power such as remote viewing. This process gives you an uncannily accurate vision of the creature’s nature, activities, and whereabouts. When you manifest the power, you learn the following facts about the creature: • Its name, race, alignment, and character class. • A general estimate of its level or Hit Dice: low (5 HD or lower), medium (6 to 11 HD), high (12 to 20 HD), very high (21 HD to 40 HD), or deific (41 HD or higher). • Its location (including place of residence, town, country, world, and plane of existence). • Significant items currently in its possession. • Any significant activities or actions the creature has undertaken in the previous 8 hours, including details such as locales traveled through, the names or races of those the creature fought, spells it cast, items it acquired, and items it left behind (including the location of those items). • A current mental view of the creature, as described in the remote viewing power, which you can maintain for up to 1 minute per level. Metafaculty can defeat spells, powers, and special abilities such as screen or mind blank (or even a wish spell) that normally obscure clairsentience powers. You can attempt a caster level check (DC 6 + caster level of the creator of the obscuring effect) to defeat these sorts of otherwise impervious defenses. Metafaculty is defeated by epic powers, epic spells, and epic special abilities that obscure divinations and clairsentience powers. XP Cost: 1,000. Metaphysical Armor Metacreativity Level: Shaper 1 Display: Visual Manifesting Time: 1 standard action Range: Touch Target: One suit of armor or a shield Duration: 1 minute/level Saving Throw: Fortitude negates (harmless, object) Power Resistance: Yes (harmless, object) Power Points: 1 You imbue a suit of armor or a shield with an enhancement bonus of +1. An outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this spell. Augment: This power can be augmented in one or more of the following means: 1. If you spend four additional power points the duration of this power increases to 1 hour / level. 2. For every four additional power points spent while manifesting this power, the granted enhancement bonus increases by +1 (to a maximum of +5). Metaphysical Claw Psychometabolism Level: Psychic Warrior 1 Display: Auditory Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 minute/level Power Points: 1 If you have a claw attack (either from an actual natural weapon or from an effect such as claws of the beast) or a bite attack (which could be a natural bite attack or one you gain by means of the power bite of the wolf), you can use this power to provide one of your natural weapons a +1 enhancement bonus on attack rolls and damage rolls. Augment: If you spend 4 additional power points, this power’s duration increases to 1 hour per level. In addition, for every 4 additional power points you spend, this power improves the natural weapon’s enhancement bonus on attack rolls and damage rolls by 1 (maximum +5). Metaphysical Weapon Metacreativity Level: Psychic Warrior 1, Rhi’zen 1 Display: Auditory Manifesting Time: 1 standard action Range: Touch Target: Weapon touched Duration: 1 minute/level Saving Throw: Will negates (harmless, object) Power Resistance: Yes (harmless, object) Power Points: 1 Metaphysical weapon gives a weapon a +1 enhancement bonus on attack rolls and damage rolls. (An enhancement bonus does not stack with a masterwork weapon’s +1 bonus on attack rolls.) Alternatively, you can affect up to fifty arrows, bolts, or bullets. The projectiles must be of the same 175 POWERS ▪ Microcosm-Mind Blank, Psionic type, and they have to be together (such as in the same quiver). Projectiles, but not thrown weapons, lose their enhancement when used. (Treat shuriken as projectiles, rather than thrown weapons, for the purpose of this power.) You can’t manifest this power on most natural weapons, including a Psychic Warrior’s claw strike. This power does work on a weapon brought into being by the graft weapon power. Augment: If you spend 4 additional power points, this power’s duration increases to 1 hour per level. In addition, for every 4 additional power points you spend, this power improves the weapon’s enhancement bonus on attack rolls and damage rolls by 1 (maximum +5). Microcosm Telepathy (Compulsion) [Mind-Affecting] Level: Psion/Wilder 9 Display: Material Manifesting Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Target or Area: One creature; or one or more creatures within a 15-foot-radius sphere Duration: Instantaneous Saving Throw: Will negates Power Resistance: Yes Power Points: 17 This power enables you to warp the consciousness and senses of one or more creatures, sending the victim into a catatonic state. When microcosm is manifested, you can target either a single creature within range or a group of creatures all located within the power’s area. Single Target: If microcosm targets a single creature, that creature’s senses are pinched off from the real world if it currently has 100 or fewer hit points. The subject’s senses are all completely fabricated from within its own mind, though it may not realize this. In reality, the subject sprawls limply, drooling and mewling, and eventually dies of thirst and starvation without care. The subject lives within its own made-up world until the time of its actual death. 176 Area Effect: If microcosm is manifested on an area, it sends all affected creatures into a shared catatonia (the world is a construct, but within the world, the victims can interact with each other). It affects only creatures that currently have 30 or fewer hit points, and only up to a total of 300 hit points of such creatures. The power affects creatures with the lowest hit point totals first. (Creatures with negative hit points count as having 0 hit points.) Manifesting microcosm a second time on an affected creature turns its sensory pathways outward once more. Otherwise, only very potent powers (such as psychic chirurgery or reality revision) or similar effects (such as miracle or wish) can undo the mental cross-wiring that this power brings about. Augment: You can augment this power in one or both of the following ways: 1. For every additional power point you spend, the number of individual and group hit points the power can affect increases by 10. 2. For every 2 additional power points you spend, this power’s save DC increases by 1. Mind Blank, Personal Telepathy [Mind-Affecting] Level: Psion/Wilder 7, Psychic Warrior 6, Swamp Lord 7 Display: Olfactory Manifesting Time: 1 standard action Range: Personal Target: You Duration: One day Power Points: 13 (Psion/Wilder, Swamp Lord), 11 (Psychic Warrior) As psionic mind blank (see below), except as noted here. Mind Blank, Psionic Telepathy [Mind-Affecting] Level: Psion/Wilder 8, Telepath 8 Display: Olfactory Manifesting Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Target: One creature Duration: One day Saving Throw: Will negates (harmless) Power Resistance: Yes (harmless) Power Points: 15 The subject is protected from all devices, powers, and spells that detect, influence, or read emotions or thoughts. This power protects against powers with the mind-affecting or scrying descriptors. Psionic mind blank even foils bend reality, limited wish, miracle, reality revision, and wish when they are used in such a way as to affect the subject’s mind or to gain Mind Probe-Mind Thrust ▪ POWERS information about it (however, metafaculty can pierce the protective quality of psionic mind blank). In the case of remote viewing or scrying that scans an area the creature is in, the effect works but the creature simply isn’t detected. Remote viewing (scrying) attempts that are targeted specifically at the subject do not work at all. Mind Probe Telepathy (Charm, Preternatural) [Mind-Affecting] Level: Mist Wanderer 4, Telepath 5 Display: Auditory, material, and visual Manifesting Time: 1 minute Range: Close (25 feet + 5 feet/2 levels) Target: One creature Duration: 1 round/level (D) Saving Throw: Will negates; see text Power Resistance: Yes Power Points: 9 (Telepath), 10 (Mist Wanderer) All of the subject’s memories and knowledge are accessible to you from memories deep below the surface to those still easily called to mind. You can learn the answer to one question per round, to the best of the subject’s knowledge. If the subject succeeds on a Will save, it is not required to answer the question and it ends the power. You can ask the subject a new question (or the same question) in subsequent rounds for as long as the power’s duration persists. You can probe a sleeping subject and automatically get an answer to your question. If the subject then succeeds on a Will save, it wakes after providing the answer and the power ends. Subjects that do not wish to be probed can attempt to move beyond the power’s range, unless they are somehow hindered. You pose the questions telepathically, and the answers to those questions are imparted directly to your mind. You and the subject do not need to speak the same language, though less intelligent creatures may yield up only appropriate visual images in answer to your questions. Special: A Mist Wanderer may only manifest this power at 20th class level. Mind Switch Telepathy [Mind-Affecting] Level: Telepath 6 Display: Visual Manifesting Time: 1 round Range: Close (25 feet + 5 feet/2 levels) Targets: You and one other creature Duration: 10 minutes/level Saving Throw: Will negates; see text Power Resistance: Yes Power Points: 11, XP You can attempt to take control of a nearby living creature, forcing your mind (and soul) into its body, and its mind into your body. You can target any creature whose Hit Dice are equal to or less than your manifester level. You possess the target’s body and force the creature’s mind into your body unless it succeeds on a Will save. You can move your mind back into your own body whenever you desire, which returns the subject’s mind to its own body and ends the power. If the manifestation succeeds, your life force occupies the host body, and the host’s life force takes over yours. You can call on rudimentary or instinctive knowledge of the subject creature, but not upon its acquired or learned knowledge (such as skills and feats it possesses). The same is true for the subject in your body. The mind switch brings about the following changes: • You gain the type of your assumed body. • You gain the Strength, Dexterity, and Constitution scores of your assumed body. • You gain the natural armor, natural attacks, movement, and other simple physical characteristics of your assumed body. • You gain the extraordinary special attacks and qualities of your assumed body, but you do not gain supernatural or spell-like abilities. • You gain the possessions and equipment of your assumed body. • You retain your own hit points, saving throws (possibly modified by new ability scores), class abilities, supernatural and spell-like abilities, spells and powers, and skills and feats (although skill checks use your new ability scores, and you may temporarily be unable to use feats whose requirements you do not meet in your new body). Supernatural abilities that require a certain body part may be unavailable in your new form. If either body is killed while the power is in effect, the other participant also dies when the power ends. If one participant’s body becomes petrified, imprisoned by temporal stasis or imprisonment, or incapacitated in some other way, the other participant will be incapacitated in that way when the power ends. A targeted dispel psionics (or similar spells or effects) successfully manifested on either participant causes both minds to return to their original bodies. XP Cost: 100 XP. Augment: For every 2 additional power points you spend, this power’s save DC increases by 1. Mind Thrust Telepathy [Mind-Affecting] Level: Psion/Wilder 1, Adept of Shadows 1 Display: Auditory Manifesting Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Target: One creature Duration: Instantaneous Saving Throw: Will negates Power Resistance: Yes Power Points: 1 You instantly deliver a massive assault on the thought pathways of any one creature, dealing 1d10 points of damage to it. Augment: For every additional power point you spend, this power’s damage increases by 1d10 points. For each extra 2d10 points of damage, this power’s save DC increases by 1. 177 POWERS ▪ Mind Trap-Minor Creaton, Psionic Mind Trap Telepathy [Mind-Affecting] Level: Psion/Wilder 3 Display: Auditory Manifesting Time: 1 immediate action Range: Personal Target: You Duration: 1 round Saving Throw: None Power Resistance: Yes (harmless) Power Points: 5 You set up a trap in your mind against psionic intruders. Anyone who attacks you with a telepathy power immediately loses 1d6 power points. This power’s effect does not negate the power that is currently being used against you. You can manifest this power instantly, quickly enough to gain its benefit in an emergency. You can use this power even when it is not your turn. Augment: For every additional power point you spend, this power’s duration increases by 1 round. Borrowing the subject’s power is a separate standard action that provokes an attack of opportunity. If that attack succeeds, the mental communication provided by this power ends immediately. The borrowed power fades from the subject’s awareness and appears within your own. You can now spend power points to manifest the borrowed power just as if it were one of your powers known. You maintain knowledge of the borrowed power until the duration of your thieving mindlink expires, at which time you lose knowledge of the power and the power reappears in the mind of the subject, no matter how far from you the subject is. Even if the subject is slain, you lose knowledge of the borrowed power when this power’s duration expires. Augment: For every 2 additional power points you spend, this power’s save DC increases by 1. Mindwipe Telepathy [Mind-Affecting] Level: Psion/Wilder 4 Display: Auditory, mental, and visual Manifesting Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Target: One creature Duration: Instantaneous Saving Throw: Fortitude negates Power Resistance: Yes Power Points: 7 You partially wipe your victim’s mind of past experiences, bestowing two negative levels upon it. If the subject has at least as many negative levels as Hit Dice, it dies. For each negative level it gains, a psionic creature loses knowledge of one power from its highest available level, and a number of power points from its maximum power point total sufficient to manifest that power. The effects of multiple negative levels stack. If the subject survives, it loses these two negative levels after 1 hour. (No Fortitude save is necessary to avoid gaining the negative level permanently.) Augment: You can manifest this power in one or both of the following ways: 1. For every 2 additional power points you spend, this power’s save DC increases by 1. 2. For every 3 additional power points you spend, this power bestows an additional negative level on the subject. Mindlink Telepathy [Mind-Affecting] Level: Telepath 1 Display: Mental Manifesting Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels); see text Targets: You and one other willing creature within range that has an Intelligence score of 3 or higher Duration: 10 minutes/level Saving Throw: None; see text Power Resistance: Yes (harmless) Power Points: 1 You forge a telepathic bond with your target. You can communicate telepathically through the bond even if you do not share a common language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another). Augment: You can augment this power in one or both of the following ways: 1. If you spend 4 additional power points, you can attempt to create a telepathic bond with a creature that is not willing (Will save negates). 2. For every additional power point you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power. Minor Creation, Psionic Metacreativity (Creation) Mindlink, Thieving Level: Shaper 1 Telepathy [Mind-Affecting] Display: Material Level: Telepath 4 Manifesting Time: 1 minute Duration: 10 minutes/level (D) Range: 0 feet Saving Throw: Will negates Effect: Unattended, nonpsionic, nonmagical object of Power Resistance: Yes nonliving plant matter, up to 1-cubic-foot/level Power Points: 7 Duration: 1 hour/level (D) As mindlink, except that if the target is a psionic Saving Throw: None character or creature that knows powers, you can Power Resistance: No temporarily borrow a power of your choice (you are Power Points: 1 aware of what powers the subject knows, up to the As the minor creation spell, except as noted here. highest level of power you can manifest). 178 Missive-Null Psionics Field ▪ POWERS Missive Telepathy [Mind-Affecting, Language-Dependent] Level: Mist Wanderer 1, Psion/Wilder 1, Adept of Shadows 2 Display: Mental Manifesting Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Target: One creature Effect: Mental message delivered to subject Saving Throw: Will negates (harmless) Power Resistance: Yes Power Points: 1 (Mist Wanderer, Psion/Wilder), 3 (Adept of Shadows) You send a telepathic message of up to ten words to any living creature within range. Missive is strictly a one-way exchange from you to the subject. If you do not share a common language, the subject “hears” meaningless mental syllables. Augment: For every 2 additional power points you spend, this power’s range increases by 5 feet. Missive, Mass Telepathy [Mind-Affecting, Language-Dependent] Level: Psion/Wilder 2 Display: Mental Manifesting Time: 1 standard action Range: Long (400 feet + 40 feet/level) Targets: All creatures in a 400 feet + 40 feet/level radius centered on you; see text Effect: Mental message delivered to subjects Saving Throw: Will negates (harmless) Power Resistance: Yes (harmless) Power Points: 3 You send a telepathic message of up to twenty-five words to all creatures within range. You can include or exclude from this broadcast any creature you can see, as well as any creature that you know or know of. Mass missive is strictly a one-way exchange from you to the subjects. If you do not share a common language, the subjects “hear” meaningless mental syllables. Augment: For every 2 additional power points you spend, this power’s range increases by 40 feet. Modify Memory, Psionic Telepathy (Compulsion) [Mind-Affecting] Level: Telepath 4 Display: Mental Manifesting Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Target: One creature Duration: Permanent Saving Throw: Will negates Power Resistance: Yes Power Points: 7 As the modify memory spell, except as noted here. Moment of Prescience, Psionic Clairsentience Level: Psion/Wilder 7 Display: Visual Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level or until discharged Power Points: 13 As the moment of prescience spell, except as noted here. My Light Psychokinesis [Light] Level: Psion/Wilder 1, Psychic Warrior 1 Display: Auditory and visual Manifesting Time: 1 standard action Range: Personal Effect: 20-foot cone of light emanating from you Duration: 10 minutes/level (D) Power Points: 1 Your eyes beam forth a 20-foot cone of light. You and other creatures can see normally in the light. If you walk into an area filled with psionic or magical darkness, my light goes dark while you stay within that area. If my light is used in conjunction with enhanced perception, the cone of light extends out to 40 feet instead of 20 feet. Augment: If you spend 2 additional power points, you can manifest this power as a swift action. Null Psionics Field Psychokinesis Level: Kineticist 6 Display: Auditory and visual Manifesting Time: 1 standard action Range: 10 feet Area: 10-foot-radius emanation centered on you Duration: 10 minutes/level (D) Saving Throw: None Power Resistance: See text Power Points: 11 An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most psionic effects, including powers, psi-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any psionic items or powers within its confines. A null psionics field suppresses any power or psionic effect used within, brought into, or manifested into its area, but does not negate it. Time spent within a null psionics field counts against a suppressed effect’s duration. Astral constructs and summoned creatures wink out if they enter a null psionics field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the power that is maintaining the construct or summoned creature. Creation powers with instantaneous durations and calling powers are not affected by a null psionics field because the power itself is no longer in effect, only its result. A normal creature (a normally-encountered construct rather than a created one, for instance) can enter the area, as can normal missiles. Furthermore, while a psionic sword does not function psionically within the area, it is still a sword (and a masterwork sword at that). The power has no effect on golems and 179 POWERS ▪ Oak Body-Object Reading other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned or have a limited duration, in which case they are treated like any other summoned creatures). Elementals, corporeal undead, and outsiders are likewise unaffected unless summoned. These creatures’ spell-like or supernatural abilities, however, may be temporarily nullified by the field. Dispel psionics does not remove the field. Two or more null psionics fields sharing any of the same space have no effect on each other. Certain powers may be unaffected by null psionics field (see the individual power descriptions). Artifacts and deities are unaffected by mortal power such as this. Should a creature’s space extend across the boundary of the area enclosed by the field, any part of the creature that lies outside the effect is unaffected by the field. Oak Body Psychometabolism Level: Psion/Wilder 7, Psychic Warrior 5, Swamp Lord 7 Display: Auditory Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 minute/level (D) Power Points: 13 (Psion/Wilder, Swamp Lord), 9 (Psychic Warrior) This power transforms your body into living oak, which grants you several advantages. You gain damage reduction 10/ slashing and a +5 racial bonus to natural armor that overlaps (does not stack with) any natural armor bonus you may already have (although enhancement bonuses to natural armor can still be applied to the new natural armor bonus). You are immune to ability damage, blindness, deafness, critical hits, disease, drowning, poison, stunning, and all powers, spells, or attacks that affect your physiology or respiration, because you have no physiology or respiration while this power is in effect. You take only half damage from cold effects of all kinds. However, you become susceptible to all special attacks that affect wood, and you gain vulnerability to fire. You gain a +4 enhancement bonus to Strength, but you take a – 2 penalty to Dexterity (to a minimum Dexterity score of 1), and your speed is reduced to half normal. You can speak but cannot drink (and thus can’t use potions) or play wind instruments. You have an armor check penalty of –4 and an arcane spell failure chance of 25%. Your unarmed attacks deal damage equal to a club sized for you 180 (1d4 for Small characters, 1d6 for Medium characters), and you are considered armed when making unarmed attacks. When you make a full attack against an object or structure using your unarmed strike, you deal double damage. Augment: For every additional power point you spend, this power’s duration increases by 1 minute. Object Reading Clairsentience Level: Seer 2 Display: Auditory and material Manifesting Time: 1 minute Range: Touch Target: Object touched Duration: Concentration, up to 10 minutes/level (D) Saving Throw: None Power Resistance: Yes Power Points: 3 You can learn details of an inanimate object’s previous owner. Objects accumulate psychic impressions left by their previous owners, which can be read by use of this power. The amount of information revealed depends on how long you study a particular object. 1st Minute: Last owner’s race. 2nd Minute: Last owner’s gender. 3rd Minute: Last owner’s age. 4th Minute: Last owner’s alignment. 5th Minute: How last owner gained and lost the object. 6th+ Minute: Next-to-last owner’s race, and so on. The power always correctly identifies the last owner of the item, and the original owner (if you keep the power active long enough). There is a 90% chance that this power will successfully identify all other former owners in sequence, but there is a 10% chance that one former owner will be skipped and thus not be identified. This power will not identify casual users as owners. (Anyone who uses an object to attack someone or something is thereafter not considered a casual user.) An object without any previous owners reveals no information. You can continue to run through a list of previous owners and learn details about them as long as the power’s duration lasts. If you use this power additional times on the same object, the information yielded is the same as if you were using the power on the object for the first time. Augment: For every additional power point you spend, this power’s maximum duration increases by 10 minutes. Overland Flight, Psionic-Precognition ▪ POWERS Overland Flight, Psionic Psychoportation Level: Psion/Wilder 6, Swamp Lord 6 Display: Auditory Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 hour/level (D) Power Points: 11 As the overland flight spell, except as noted here. Painful Strike Psychometabolism Level: Psychic Warrior 2 Display: Material and visual Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level Power Points: 3 Your natural weapons cause additional pain. Each successful attack you make with a natural weapon deals an extra 1d6 points of nonlethal damage to the target. Augment: If you spend 6 additional power points, you can manifest this power as a swift action. Phase Door, Psionic Psychoportation Level: Psion/Wilder 7, Swamp Lord 7 Display: Visual Manifesting Time: 1 standard action Range: 0 feet Effect: Ethereal 5-foot-by-8-foot opening, 10 feet deep + 5 feet deep per three levels Duration: One usage per two levels Saving Throw: None Power Resistance: No Power Points: 13 As the phase door spell, except as noted here. This power is subject to dispel psionics. Plane Shift, Psionic Psychoportation Level: Psion/Wilder 5 Display: Visual Manifesting Time: 1 standard action Range: Touch Targets: Willing creature touched, or up to eight willing creatures joining hands Duration: Instantaneous Power Points: 9 As the plane shift spell, except as noted here. In Living Arcanis, this power is restricted and may not be learned or used without campaign documentation; documentation that allows access to the plane shift spell is also considered to grant access to this power. Power Leech Telepathy (Compulsion) [Mind-Affecting] Level: Mist Wanderer 4, Psion/Wilder 4, Swamp Lord 4 Display: Visual; see text Manifesting Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Target: Any psionic creature Duration: Concentration, up to 1 round/level; see text Saving Throw: Will negates Power Resistance: Yes Power Points: 7 Your brow erupts with an arc of crackling dark energy that connects with your foe, draining it of 1d6 power points and adding 1 of those points to your reserve (unless that gain would cause you to exceed your maximum). The drain continues in each round you maintain concentration while the subject of the drain remains in range. If the subject is drained to 0 power points, this power ends. Concentrating to maintain power leech is a full-round action (you can take no other actions aside from a 5-foot step) instead of a standard action. Power Resistance Clairsentience Level: Psion/Wilder 5, Swamp Lord 5 Display: Material and visual Manifesting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 minute/level Saving Throw: Will negates (harmless) Power Resistance: Yes (harmless) Power Points: 9 The creature gains power resistance equal to 12 + your manifester level. Precognition Clairsentience Level: Seer 1 Display: Visual Manifesting Time: 1 standard action Range: Personal Target: You Duration: 10 minutes/level Power Points: 1 Precognition allows your mind to glimpse fragments of potential future events—what you see will probably happen if no one takes action to change it. However, your vision is incomplete, and it makes no real sense until the actual events you glimpsed begin to unfold. That’s when everything begins to come together, and you can act, if you act swiftly, on the information you previously received when you manifested this power. In practice, manifesting this power grants you a “precognitive edge.” Normally, you can have only a single precognitive edge at one time. You must use your edge within a period of no more than 10 minutes per level, at which time your preknowledge fades and you lose your edge. You can use your precognitive edge in a variety of ways. Essentially, the edge translates into a +2 insight bonus that you can apply at any time to either an attack roll, a damage roll, a saving throw, or a skill check. You can elect to apply the bonus to the roll after you determine that your unmodified roll is lower than desired. 181 POWERS ▪ Precognition, Defensive-Prowess Precognition, Defensive Clairsentience Level: Psion/Wilder 1, Psychic Warrior 1, Rhi’zen 1, Adept of Shadows 1 Display: Material and visual Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 minute/level (D) Power Points: 1 Your awareness extends a fraction of a second into the future, allowing you to better evade an opponent’s blows. You gain a +1 insight bonus to AC and on all saving throws. If caught in a situation where your Dexterity bonus isn’t applied to your Armor Class, this bonus to AC and saving throws does not apply. Augment: You can augment this power in one or both of the following ways: 1. For every 4 additional power points you spend, the insight bonus gained increases by 1 (maximum +5). 2. If you spend 6 additional power points, you can manifest this power as a swift action. Precognition, Greater Clairsentience Level: Seer 6 Display: Auditory and visual Manifesting Time: 10 minutes Range: Personal Target: You Duration: 1 hour/level Power Points: 11 As precognition, except as noted here. You gain a +4 insight bonus instead of a +2 bonus. Precognition, Offensive Clairsentience Level: Psion/Wilder 1, Psychic Warrior 1, Rhi’zen 1, Adept of Shadows 1 Display: Material and visual Manifesting Time: 1 standard action; see text Range: Personal Target: You Duration: 1 minute/level (D) Power Points: 1 Your awareness extends a fraction of a second into the future, allowing you to better land blows against your opponent. You gain a +1 insight bonus on your attack rolls. Augment: You can augment this power in one or both of the following ways: 1. For every 3 additional power points you spend, the insight bonus gained on your attack rolls increases by 1 (maximum +5). 2. If you spend 6 additional power points, you can manifest this power as a swift action. Display: Material and visual Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 minute/level (D) Power Points: 1 Your awareness extends a fraction of a second into the future, allowing you to better aim blows against your opponent. You gain a +2 insight bonus on your damage rolls. Augment: You can augment this power in one or both of the following ways: 1. For every 3 additional power points you spend, the insight bonus gained on your damage rolls increases by 1 (maximum +5). 2. If you spend 6 additional power points, you can manifest this power as a swift action. Prevenom Psychometabolism (Creation) Level: Psychic Warrior 1 Display: Material Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 minute/level or until discharged Power Points: 1 If you have a claw attack (either from an actual natural weapon or from an effect such as claws of the beast), you can use this power to produce a mild venom that coats one of your claws. On your next successful melee attack, the venom deals 2 points of Constitution damage. A target struck by the poison can make a Fortitude save (DC 10 + 1/2 your manifester level + your key ability modifier) to negate the damage. Augment: For every 6 additional power points you spend, this power’s Constitution damage increases by 2 points. Prevenom Weapon Psychometabolism (Creation) Level: Psychic Warrior 1 Range: Touch Target: Weapon touched Power Points: 1 As prevenom, except your weapon gains the poison coating as long as it remains in your grip. Prowess Clairsentience Level: Psychic Warrior 2, Rhi’zen 2 Display: Mental Manifesting Time: 1 immediate action Range: Personal Target: You Duration: Instantaneous Power Points: 3 If an enemy provokes an attack of opportunity from Prescience, Offensive you, you can make the attack even if you’ve already Clairsentience taken your allotted number of attacks of opportunity Level: Psion/Wilder 1, Psychic Warrior 1, Rhi’zen 1, this round (usually one). Adept of Shadows 1 182 Psionic Blast-Psionic-Scent ▪ POWERS Psionic Lock Psychoportation Level: Psion/Wilder 2 Display: Material Manifesting Time: 1 standard action Range: Touch Target: Door, chest, or portal touched, up to 30-squarefeet/level in size Psionic Blast Duration: Permanent Telepathy [Mind-Affecting] Level: Mist Wanderer 3, Psion/Wilder 3, Swamp Lord 3 Saving Throw: None Power Resistance: No Display: Auditory Power Points: 3 Manifesting Time: 1 standard action A psionic lock manifested upon a door, chest, or portal Range: 30 feet psionically locks it. You can freely pass your own lock Area: 30-foot cone-shaped burst without affecting it; otherwise, a door or object secured Duration: Instantaneous with psionic lock can be opened only by breaking in or Saving Throw: Will negates by a successful dispel psionics effect. Add +10 to the Power Resistance: Yes normal DC to break open a door or portal affected by Power Points: 5 The air ripples with the force of your mental attack, this power. which blasts the minds of all creatures in range. Psionic Psionic Repair Damage blast stuns all affected creatures for 1 round. Augment: For every 2 additional power points you Metacreativity spend, the duration of the stun effect increases by 1 Level: Shaper 2 Display: Material and visual round. Manifesting Time: 1 standard action Range: Touch Psionic Pounce Target: Construct touched Psychometabolism Duration: Instantaneous Level: Psychic Warrior 2, Rhi’zen 2 Saving Throw: Will negates (harmless) Display: Mental Power Resistance: Yes (harmless) Manifesting Time: 1 swift action Power Points: 3 Range: Personal When laying your hands upon a construct that has at Target: You least 1 hit point remaining, you reknit its structure Duration: Instantaneous to repair damage it has taken. The power repairs Power Points: 3 You gain the powerful charging ability of a lion. When 3d8 points of damage +1 point per manifester level. you charge, you may make one iterative attack in Constructs that are immune to psionics or magic cannot addition to the normal attack you receive for charging. be repaired in this fashion. Individuals who use more than one weapon may Augment: For every 2 additional power points you substitute an off-hand or natural attack in place of spend, this power repairs an additional 1d8 points of the iterative attack. This power does not grant attacks damage. beyond what a full-attack normally grants; thus if your Psionic Scent full attack only normally grants one attack, this power Psychometabolism has no effect. Level: Psychic Warrior 2 You can manifest this power with an instant Display: Mental thought, quickly enough to gain the benefit of the Manifesting Time: 1 standard action power as you charge. Manifesting the power is a swift Range: Personal action, like manifesting a quickened power, and it Target: You counts toward the normal limit of one quickened power Duration: 1 round/level per round. You cannot manifest this power when it isn’t Power Points: 3 your turn. You gain an enhanced sense of smell, equivalent to the Augment: You may augment this power in one or both scent ability of some monsters. This ability allows you of the following ways: to detect approaching enemies, sniff out hidden foes, 1. Each additional power point you spend while and track by sense of smell. With the scent ability, manifesting this power, grants a +1 circumstance bonus you can identify familiar odors just as humanoids do to damage to all attacks you make during the charge familiar sights. (maximum +10). You can detect opponents within 30 feet by 2. Each 4 additional power points you spend grant an sense of smell. If the opponent is upwind, the range additional iterative, off-hand or natural attack during increases to 60 feet; if downwind, it drops to 15 feet. the charge. Strong scents, such as smoke or rotting garbage, can be You can manifest this power instantly, quickly enough to gain an extra attack of opportunity in the same round. If you manifest this power more than once per minute, you become fatigued for one minute after the second manifesting is complete (after the attack of opportunity has resolved). detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple the normal range. 183 POWERS ▪ Psychic Chirurgery-Psychofeedback When you detect a scent, the exact location of the source is not revealed—only its presence somewhere within range. You can take a move action to note the direction of the scent. Whenever you come within 5 feet of the source, you pinpoint the source’s location. If you have the Track feat, you can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. If you are tracking with psionic scent, you ignore the effects of surface conditions and poor visibility. Psychic Chirurgery Telepathy [Mind-Affecting] Level: Telepath 9 Display: Auditory, mental, and visual Manifesting Time: 10 minutes Range: Close (25 feet + 5 feet/2 levels) Target: One creature Duration: Instantaneous Saving Throw: Will negates Power Resistance: Yes Power Points: 17 You can repair psychic damage to another creature when you manifest this power. You can remove any compulsions and charms affecting the subject. In fact, you can remove any instantaneous or permanent effect caused by a psychic power with psychic chirurgery. Unlike with aura alteration, these effects end or are negated as soon as this power is manifested, with no need for another saving throw. You can remove all negative levels affecting the subject, regardless of how it lost those levels, restoring it to the highest level it had previously attained. Also, you can restore levels lost to energy drain or a similar effect if the level drain occurred within a number of hours equal to your manifester level. You can also remove all psionic effects penalizing the subject’s ability scores, heal all ability damage, and remove any ability drain affecting the subject. Psychic chirurgery negates all forms of insanity, confusion, the effect of such powers as microcosm, and so on, but it does not restore levels or Constitution points lost due to death. Psychic Crush Telepathy [Death, Mind-Affecting] Level: Psion/Wilder 5 Display: Auditory Manifesting Time: 1 standard action Range: Close (25 feet +5 feet/2 levels) Target: One creature Duration: Instantaneous Saving Throw: Will partial; see text Power Resistance: Yes Power Points: 9 184 Your will abruptly and brutally crushes the mental essence of any one creature, debilitating its acumen. The target must make a Will save with a +4 bonus or collapse unconscious and dying at –1 hit points. If the target succeeds on the save, it takes 3d6 points of damage. Augment: For every 2 additional power points you spend, this power’s damage increases by 1d6 points. Psychic Vampire Psychometabolism Level: Egoist 4, Psychic Warrior 4, Adept of Shadows 4 Display: Mental Manifesting Time: 1 standard action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Fortitude negates Power Resistance: Yes Power Points: 7 This power shrouds your hand or a natural weapon you possess with darkness that you can use to drain an opponent’s power. If you manifest this power to affect your hand, the next successful melee touch attack you make (if the victim fails its Fortitude save) drains 2 power points from your foe for every manifester level you have. The drained points simply dissipate. Your touch attack, charged with psionic power, is treated as an armed attack. If you manifest this power to affect a natural weapon you possess, you must make a successful melee attack with the weapon to gain the power’s benefit. Against a psionic being that has no power points or a nonpsionic foe, your attack instead deals 2 points of Intelligence, Wisdom, or Charisma damage (your choice); the victim still receives a Fortitude save to negate the damage. Psychofeedback Psychometabolism Level: Egoist 5, Psychic Warrior 5 Display: Visual Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level (D) Power Points: 9 You can readjust your body to boost one physical ability score at the expense of one or more other scores. Select one ability score you would like to boost, and increase it by the same amount that you decrease one or more other scores. All score decreases are treated as a special form of ability damage, called ability burn, which cannot be magically or psionically healed—it goes away only through natural healing. You can boost your Strength, Dexterity, or Constitution score by an amount equal to your manifester level (or any lesser amount), assuming you can afford to burn your other ability scores to such an extent. Pyroplasmic Aura-Read Throughts ▪ POWERS The total increase must be exactly equaled by decreases to any combination of your other ability scores; you cannot apply the decrease to an ability score that has reached 1, or an ability score that you do not have (such as Constitution if you are undead). When the duration of this power expires, your ability boost also ends, but your ability burn remains until it is healed naturally. Pyroplasmic Aura Metacreativity [Fire] Level: Shaper 2, Psion/Wilder 3, Psychic Warrior 3 Display: Visual Manifesting Time: 1 round Range: Personal Target: You Duration: 1 minute/level Saving Throw: No Power Resistance: No Power Points: 3 (Shaper), 5 (Psion/Wilder, Psychic Warrior) You craft an unstable ectoplasm bubble filled with super-heated air. This bubble wraps around your form and is visible as a pale-orange glow. The bubble as a whole grants you a +2 deflection bonus to Armor Class: however, if the bubble is violated by a foreign substance, it erupts into a blast of fire at the point of contact. Any creature striking you with a natural weapon or a handheld manufactured weapon without reach suffers 1d6 points of fire damage plus 1 point per 3 manifester levels you have. Augment: You can augment this power in one or both of the following ways: 1. For every 5 additional power points you spend, granted deflection bonus increases by 1. 2. For every 2 additional power points you spend, this deals an extra 1d6 fire damage whenever you are struck, as described (maximum 6d6+6 damage). Quintessence Metacreativity (Creation) Level: Shaper 4 Display: Material; see text Manifesting Time: 1 round Range: 0 feet Effect: 1-inch-diameter dollop of quintessence; see text Duration: Instantaneous Saving Throw: None Power Resistance: No Power Points: 7 You collapse a bit of time from the continuum, forming a 1-ounce dollop of thick, gooey material called quintessence. This substance shimmers like a silver mirror when viewed from some angles but is transparent from other viewpoints. You can smooth a dollop of quintessence around any extremely small object. Objects sealed within quintessence are protected from the effects of time; in practical terms, they enter a state of stasis. Living flesh with only partial contact with quintessence is also partially pulled out of the time stream (the manifester is immune to this effect). This disruption deals 1 point of damage per round beginning 10 rounds after partial contact occurs. Quintessence can be manually scraped away from a protected object, freeing it to rejoin the time stream. When you do this, there is a 75% chance that the quintessence evaporates back into the continuum. Otherwise, it coalesces again into a 1-inch-diameter bead, available for later use. Large quantities of quintessence could theoretically be gathered to preserve large items or structures (or even a complete living creature; if completely immersed, a living creature would not take the damage associated with partial contact). However, psionic characters and creatures are generally loath to do so because accumulations of quintessence weighing 1 pound or more hinder psionic activity within a 5-foot radius of the accumulation: Powers require twice as many power points to manifest, unless the manifester makes a successful Will save each time he or she attempts to manifest a power. Also in these circumstances, manifesting a psi-like ability that is usable at will is a full-round action rather than a standard action. In Living Arcanis, you cannot use or manifest this power without campaign documentation. Raise Dead, Psionic Psychometabolism Level: Egoist 5, Psion/Wilder 6 Display: Visual, Material Manifesting Time: 1 minute Range: Touch Targets: Dead creature touched Duration: Instantaneous Saving Throw: None; see text Power Resistance: Yes (harmless) Power Points: 9 (Egoist), 11 (Psion/Wilder) As the raise dead spell, except as noted here. You must burn 5,000 gp worth of incense while manifesting this power, in lieu of the 5,000 gp diamond material component. Read Thoughts Telepathy [Mind-Affecting] Level: Telepath 2 Display: Mental Manifesting Time: 1 standard action Range: 60 feet Area: Cone-shaped emanation centered on you Duration: Concentration, up to 1 minute/level (D) Saving Throw: Will negates; see text Power Resistance: No Power Points: 3 You know the surface thoughts of the mind of any creature in the area that fails a Will save. A target that succeeds on its save is not affected by this manifestation of the power, even if it leaves the area and then reenters the area before the duration expires. 185 POWERS ▪ Reality Revision-Recall Death Creatures of animal intelligence have simple, instinctual thoughts that you can pick up. If you read the thoughts of a creature with an Intelligence of 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the power ends. This power does not let you pinpoint the location of an affected mind if you don’t have line of sight to the subject. Each round, you can turn to use this power in a new area. The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Reality Revision Clairsentience Level: Psion/Wilder 9 Saving Throw: See text Power Resistance: See text Power Points: 17, XP As bend reality, but with more far-reaching effects. A reality revision can produce any one of the following effects: • Duplicate any psion power of 8th level or lower, provided the power is not prohibited to you. • Duplicate any other power (but not a spell) of 6th level or lower, such as a Psychic Warrior power. • Duplicate any psion power of 7th level or lower even if it’s a power prohibited to you. • Undo the harmful effects of many other powers, such as microcosm, geas/quest, or insanity. • Create a nonpsionic item of up to 25,000 gp in value. • Create a psionic item, or add to the powers of an existing psionic item (see XP cost below). • Grant a creature a +1 inherent bonus to an ability score. Two to five reality revisions manifested in immediate succession can grant a creature a +2 to +5 inherent bonus to an ability score. Inherent bonuses are instantaneous, so they cannot be negated or dispelled. An inherent bonus cannot exceed +5 for a single ability score. Inherent bonuses to a particular ability score do not stack; only the best one applies. • Remove injuries and afflictions. A single reality revision can aid one creature per manifester level, and all subjects are cured of the same kind of affliction. Reality revision cannot restore the experience point loss from manifesting a power or casting a spell, or the level or Constitution loss from being returned to life by those effects that reduce level or Constitution. • Revive the dead. Reality revision can bring a dead creature back to life by duplicating a resurrection spell. This power can revive a dead creature whose body has been destroyed, but the task takes two manifestations of reality revision: one to recreate the body and another to infuse the body with life again. Reality revision cannot prevent a character that is brought back to life from losing a level. • Transport travelers. This power can lift one creature per manifester level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to negate the effect, and power resistance (if any) applies. 186 • Undo misfortune. Reality revision can undo a single recent event. Manifesting the power forces a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. The reroll, however, may be as bad as or worse than the original roll. An unwilling target gets a Will save to negate the effect, and power resistance (if any) applies. You can try to use reality revision to produce more powerful effects than these, but doing so is dangerous. The manifestation may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment. Duplicated powers allow saves and power resistance as normal (but save DCs are calculated as though the power is 9th level). XP Cost: The minimum XP cost for manifesting reality revision is 5,000 XP. When a manifestation duplicates a power that has an XP cost, you must pay 5,000 XP or that cost, whichever is greater. When a manifestation creates or improves a psionic item, you must pay twice the normal XP cost for crafting or improving the item, plus an additional 5,000 XP. In Living Arcanis, you may not use or manifest this power without campaign documentation; documentation that grants access to the wish or miracle spells also applies to the reality revision power. Recall Agony Clairsentience [Mind-Affecting] Level: Psion/Wilder 2, Swamp Lord 2, Adept of Shadows 2 Display: Material Manifesting Time: 1 standard action Range: Medium (100 feet + 10 feet/level) Target: One creature Duration: Instantaneous Saving Throw: Will half Power Resistance: Yes Power Points: 3 The fabric of time parts to your will, revealing wounds your foe has received in the past (or has yet to receive). That foe takes 2d6 points of damage as the past (or future) impinges briefly on the present. Augment: For every additional power point you spend, this power’s damage increases by 1d6 points. For each extra 2d6 points of damage, this power’s save DC increases by 1. Recall Death Clairsentience [Death, Mind-Affecting] Level: Psion/Wilder 8 Saving Throw: Will partial; see text Power Points: 15 As recall agony, except the wounds revealed by folding the fourth dimension are potentially fatal. If the target fails its Will save, it dies. If the save succeeds, the target instead takes 5d6 points of damage. Augment: For each additional power point you spend, the damage this power deals is increased by 2d6. Reddopsi-Remote Viewing ▪ POWERS Reddopsi Psychokinesis Level: Kineticist 7 Display: Auditory, mental, and olfactory Manifesting Time: 1 standard action Range: Personal Target: You Duration: 10 minutes/level Power Points: 13 When you manifest reddopsi, powers targeted against you rebound to affect the original manifester. This effect reverses powers that have only you as a target (except dispel psionics and similar powers or effects). Powers that affect an area and those that produce effects can’t be reversed. Reddopsi also can’t reverse any power with a range of touch. Should you rebound a power back against a manifester who also is protected by reddopsi, the power rebounds once more upon you. If such a thing occurs, you are affected normally by the doublereflected power. Remote View Trap Clairsentience [Electricity] Level: Psion/Wilder 6, Swamp Lord 6 Display: Mental and visual Manifesting Time: 1 standard action Range: Personal Target: You Duration: 24 hours + 1 hour/level Saving Throw: Will half; see text Power Resistance: No Power Points: 11 When others use clairvoyant sense, remote viewing, or other means of scrying you from afar, your prepared trap gives them a nasty surprise. If the scryer fails its saving throw, you are undetected. Moreover, the wouldbe observer takes 8d6 points of electricity damage. If the scryer makes its saving throw, it takes only 4d6 points of electricity damage and is able to observe you normally. Either way, you are aware of the attempt to view you, but not of the viewer or the viewer’s location. It is possible that you might recognize the quasi-real viewpoint of someone using the remote viewing power if you could pierce its invisibility (which is true for remote viewing whether or not you use this power). Remote Viewing Clairsentience (Scrying; see text) Level: Seer 4 Display: Mental Manifesting Time: 1 hour Range: See text Effect: Quasi-real viewpoint Duration: 1 minute/level (D) Saving Throw: Will negates Power Resistance: Yes Power Points: 7, XP You send your mind across space and dimensions, forming it into a quasi-real viewpoint from which you can see and hear some creature located at any distance from you, even if planar boundaries separate you. If the subject succeeds on a Will save, the remote viewing attempt fails, and you can’t attempt to view that creature again for at least 24 hours. The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +5 bonus on its Will save. Knowledge Will Save Modifier None* +10 Secondhand (you have heard of the subject) +5 Firsthand (you have met the subject) +0 Familiar (you know the subject well) –5 *You must have some sort of connection to a creature you have no knowledge of. Connection Likeness or picture Will Save Modifier –2 Possession or garment –4 Body part, lock of hair, bit of nail, etc. –10 Subject on another plane +5 If the subject fails its Will save, your mind coalesces a quasi-real viewpoint near enough to the subject to see and hear the subject and its immediate surroundings (up to 30 feet in all directions away from the subject). While the remote viewing lasts, your real body remains unmoving and unaware of your actual surroundings. On the other hand, your quasi-real viewpoint is treated in some ways as if it were an invisible ectoplasmic form of yourself, except as follows. This power is of the Scrying subdiscipline, but use the following information in place of the standard scrying sensor. As a quasi-real viewpoint, you can speak (though your voice is whispery). 187 POWERS ▪ Restoration, Psionic-Sense Link You may potentially be sensed by the subject of your viewing (subjects who can see or sense invisible or hidden creatures automatically sense you; otherwise you make a Hide check with a +40 bonus to escape detection if immobile, or a +20 bonus if moving). You could be attacked (although if you become subject to dispel psionics, the remote viewing simply ends). If the subject moves, you can attempt to follow it at a speed of 20 feet, though if it gets farther than 30 feet from you (or you move farther than 30 feet from it), the power ends. You can attempt to manifest one power through your quasi-real viewpoint, but you must make a Concentration check (DC 20 + level of the power you wish to manifest) to succeed. Manifesting (or attempting and failing to manifest) a power immediately ends the remote viewing. Furthermore, all powers from your quasi-real viewpoint cost twice the usual number of power points (you can’t exceed the power point limit set by your manifester level, so you are restricted to manifesting lower-level powers than you otherwise could). Power points you spend as a quasi-real viewpoint are drained from your real body. XP Cost: 20 XP. Restoration, Psionic Psychometabolism (Healing) Level: Egoist 6 Display: Material Manifesting Time: 3 rounds Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Will negates (harmless) Power Resistance: Yes (harmless) Power Points: 11 This power cures all ability damage, and it restores all points drained from a single ability score (your choice if more than one score is drained). It also eliminates any fatigue or exhaustion suffered by the target. Restoration does not restore levels or Constitution points lost due to death. Restoration can remove negative levels. It can also restore one level to a creature that has had a level drained, if the number of days since the creature lost the level is equal to or less than your manifester level. In such a case, restoration brings the creature up to the minimum number of experience points necessary to advance it to the next higher level, gaining it an additional Hit Die and level benefits accordingly. Restore Extremity Psychometabolism (Healing) Level: Egoist 5 Display: Auditory Manifesting Time: 1 standard action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Will half (harmless) Power Resistance: Yes (harmless) Power Points: 9 188 You restore a severed extremity to a creature that has lost a digit, hand, arm, leg, or even its head. This power does not restore life, but it returns a lost extremity to a living or dead creature if the creature is otherwise mostly intact. The original extremity need not be present when this power is manifested; a new extremity is created by the power. If a head is restored to a body, the original head (if not already destroyed) loses all spark of identity, and can be considered so much dead tissue. Retrieve Psychoportation (Teleportation) Level: Psion/Wilder 6 Display: Visual Manifesting Time: 1 standard action Range: Medium (100 feet + 10 feet/level) Target: One object you can hold or carry in one hand, weighing up to 10 lbs./level Duration: Instantaneous Saving Throw: Will negates; see text Power Resistance: No Power Points: 11 You automatically teleport an item you can see within range directly to your hand. If the object is in the possession of an opponent, it comes to your hand if your opponent fails a Will save. Augment: For every additional power point you spend, the weight limit of the target increases by 10 pounds. Second Chance Clairsentience Level: Seer 5 Display: Mental Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level or until discharged Power Points: 9 You take a hand in influencing the probable outcomes of your immediate environment. You see the many alternative branches that reality could take in the next few seconds, and with this foreknowledge you gain the ability to reroll one attack roll, one saving throw, one ability check, or one skill check each round. You must take the result of the reroll, even if it’s worse than the original roll. You do not have to make another roll if satisfied with your original roll. You must choose whether to make use of the reroll or not before you know the outcome of your roll. Sense Link Telepathy [Mind-Affecting] Level: Mist Wanderer 1, Psion/Wilder 1, Swamp Lord 1, Adept of Shadows 1 Display: Visual Manifesting Time: 1 standard action Range: Medium (100 feet + 10 feet/level) Target: One willing creature Duration: Concentration, up to 1 minute/level Power Points: 1 Sense Link, Forced-Shadow Body ▪ POWERS You perceive what the subject creature perceives using its sight, hearing, taste, or smell. Only one sense is linked, and you cannot switch between senses with the same manifestation. You make any skill checks involving senses, such as Spot or Listen, as the subject, and only within the subject’s field of view. You lose your Dexterity bonus to AC while directly sensing what the subject senses. Once sense link is manifested, the link persists even if the subject moves out of the range of the original manifestation (but the link does not work across planes). You do not control the subject, nor can you communicate with it by means of this power. The strength of the subject’s linked sense could be enhanced by other powers or items, allowing you the same enhanced sense. You are subject to any gaze attack affecting the subject creature (if you linked vision). If you are blinded or deafened, or suffer some other sensory deprivation, the linked creature functions as an independent sensory organ, and provides you the benefit of the linked sense from its perspective while this power’s duration lasts. Augment: You can augment this power in one or both of the following ways: 1. If you spend 2 additional power points, you can have the subject perceive one of your senses instead of the other way around. 2. If you spend 4 additional power points, you can link to a second sense of the same subject. Sense Link, Forced Telepathy [Mind-Affecting] Level: Mist Wanderer 2, Psion/Wilder 2, Adept of Shadows 2 Saving Throw: Will negates Power Resistance: Yes Power Points: 3 As sense link, except you can use this power on any creature (willing or unwilling), and this power can’t be augmented. Sensitivity to Psychic Impressions Clairsentience Level: Seer 2 Display: Auditory and material Manifesting Time: 1 hour Range: Close (25 feet + 5 feet/2 levels) Area: Spread with a radius of 25 feet + 5 feet/2 levels, centered on you Duration: Concentration, up to 10 minutes/level Saving Throw: None Power Resistance: No Power Points: 3 You gain historical vision in a given location. Rooms, streets, tunnels, and other discrete locations accumulate psychic impressions left by powerful emotions experienced in a given area. These impressions offer you a picture of the location’s past. The types of events most likely to leave psychic impressions are those that elicited strong emotions: battles and betrayals, marriages and murders, births and great pain, or any other event where one emotion dominates. Everyday occurrences leave no residue for a manifester to detect. The vision of the event is dreamlike and shadowy. You do not gain special knowledge of those involved in the vision, though you might be able to read large banners or other writing if they are in your language. Beginning with the most recent significant event at a location and working backward in time, you can sense one distinct event for every 10 minutes you maintain concentration, if any such events exist to be sensed. Your sensitivity extends into the past a maximum number of years equal to 100 x your manifester level. Sequester, Psionic Clairsentience Level: Psion/Wilder 7 Display: None Manifesting Time: 1 standard action Range: Touch Target: One willing creature or one object (up to a 2foot cube/level) touched Duration: One day/level (D) Saving Throw: None or Will negates (object) Power Resistance: No or Yes (object) Power Points: 13, XP As the sequester spell, except as noted here. XP Cost: 75 XP. Shadow Body Psychometabolism Level: Psion/Wilder 8 Display: Auditory Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 minute/level (D) Power Points: 15 Your body and all your equipment are subsumed by your shadow. As a living shadow, you blend perfectly into any other shadow and vanish in darkness. You appear as an unattached shadow in areas of full light. You can move at your normal speed, on any surface, including walls and ceilings, as well as across the surfaces of liquids—even up the face of a waterfall. Your space does not change, so you cannot move into locations you would not normally be able to move into. While in your shadow body, you gain damage reduction 10/magic and darkvision out to 60 feet. You are immune to extra damage from critical hits, ability damage, disease, drowning, and poison. You take only half damage from acid, electricity, and fire of all kinds. While affected by this power, you can be detected by powers that read thoughts, life, or presences (including true seeing), or if you make suspicious movements in lighted areas. You cannot harm anyone physically or manipulate any objects, but you can use your powers normally. Doing so may attract notice, but if you remain in a shadowed area, you get a +15 bonus on your Hide check to remain unnoticed. 189 POWERS ▪ Shadow Delving-Shred the Planes Shadow Delving Clairsentience Level: Psion/Wilder 6, Swamp Lord 6, Adept of Shadows 4 Display: Mental Manifesting Time: See text Range: Personal Targets: You Duration: See text Power Points: 11 (Psion/Wilder, Swamp Lord), 9 (val’Borda) As the legend lore spell, except as noted here. Shatter Mind Blank Telepathy Level: Psion/Wilder 5, Swamp Lord 5, Adept of Shadows 5 Display: Olfactory Manifesting Time: 1 standard action Range: 30 feet Area: 30-foot-radius burst centered on you Duration: Instantaneous Saving Throw: Will negates Power Resistance: Yes Power Points: 9 Share Pain This power can negate a Psychometabolism psionic mind blank or a Level: Psion/Wilder 2 personal mind blank Display: Material and mental affecting the target. If Manifesting Time: 1 standard the target fails its save action and does not overcome Range: Touch your attempt with its power Targets: You and one willing creature, resistance, you can shatter the or two willing creatures; see text mind blank by making a successful Duration: 1 hour/level (D) check (1d20 + your manifester level, Power Points: 3 maximum +20) against a DC equal to 11 This power creates a psychometabolic + the manifester level of the creator of the connection between you and a willing subject so that mind blank effect. If you succeed, the psionic mind some of your wounds are transferred to the subject. You blank or personal mind blank ends, allowing you to take half damage from all attacks that deal hit point affect the target thereafter with mind-affecting powers. damage to you, and the subject takes the remainder. The amount of damage not taken by you is taken by Shred the Planes the subject. If your hit points are reduced by a lowered Psychoportation (Preternatural) [Entropic] Constitution score, that reduction is not shared with the Level: Psion/Wilder 7 subject because it is not a form of hit point damage. Display: Visual When this power ends, subsequent damage is no longer Manifesting Time: 1 standard action divided between the subject and you, but damage Range: Touch and 20-foot radius blast already shared is not reassigned. Targets: Willing creature touched, or up to eight If you and the subject move farther away from willing creatures joining hands; All creatures within each other than close range, the power ends. the burst radius You can manifest this power on two willing Duration: Instantaneous subjects, one of which you designate to share its Saving Throw: None and Fortitude half damage with the other. Power Resistance: No and Yes Power Points: 13 Share Pain, Forced As the psionic plane shift power, except as noted here. Psychometabolism Immediately after the plane shifting targets have Level: Psion/Wilder 3 departed, unleashes a chaotic blast of entropic energy Range: Close (25 feet + 5 feet/2 levels) from beyond the planes into the area where the caster Target: One creature once was. All creatures within a 20-foot-radius blast Duration: 1 round/level (D) of where the caster was standing suffer 8d6 entropic Saving Throw: Fortitude negates damage, with a Fortitude save for half damage. Power Resistance: Yes The damage portion of this spell is subject to power Power Points: 5 resistance. As share pain, except as noted here. In Living Arcanis, this power is restricted You attempt to force the sharing of your wounds with and may not be learned or used without campaign an unwilling creature, and for less time. If you are documentation. immune to the type of damage dealt, or if you convert Augment: For every additional power point you spend, lethal damage into nonlethal damage, the target takes this power’s damage increases by one die (d6). For no damage. each extra two dice of damage, this power’s save DC Augment: For every 2 additional power points you increases by 1. spend, this power’s save DC increases by 1. 190 Skate-Sprint ▪ POWERS Skate Psychoportation Level: Mist Wanderer 1, Psion/Wilder 1, Psychic Warrior 1, Rhi’zen 1 Display: Material and visual Manifesting Time: 1 standard action Range: Personal or touch; see text Target: You or one willing creature or one unattended object (total weight up to 100 lbs./level); see text Duration: 1 minute/level (D) Saving Throw: None Power Resistance: Yes (harmless, object) Power Points: 1 You, another willing creature, or an unattended object can slide along solid ground as if on smooth ice. If you manifest skate on yourself or another creature, the subject of the power retains equilibrium by mental desire alone, allowing her to gracefully skate along the ground, turn, or stop suddenly as desired. The skater’s land speed increases by 15 feet. (This adjustment is treated as an enhancement bonus.) As with any effect that increases speed, this power affects the subject’s maximum jumping distance. The subject can skate up or down any incline or decline she could normally walk upon without mishap, though skating up an incline reduces the subject’s speed to normal, while skating down a decline increases her speed by an additional 15 feet. (This adjustment is treated as a circumstance bonus.) If you manifest skate on an object, treat the object as having only one-tenth of its normal weight for the purpose of dragging it along the ground. Solicit Psicrystal Telepathy Level: Psion/Wilder 3 Display: Auditory Manifesting Time: 1 swift action Range: Close (25 feet + 5 feet/2 levels) Target: Your psicrystal Duration: 1 round/level (D) Saving Throw: No Power Resistance: No Power Points: 5 Your psicrystal takes over the responsibility of maintaining concentration on any single power you have manifested and are concentrating on. While maintaining this concentration, the psicrystal is limited to move actions in each round, as normal (since it is spending its standard action maintaining the power). When the duration of solicit psicrystal expires, the power you transferred to the psicrystal ends (even if this would mean that the power ends earlier than normal). If necessary, the psicrystal makes Concentration checks using your Concentration modifier. You must maintain line of effect to your psicrystal, and your psicrystal must maintain line of effect to the power upon which it is manifesting, or the power fails. You can manifest this power (and transfer the responsibility) with an instant thought, quickly enough to gain the benefit of the power before you take any other actions in a round. Manifesting the power is a swift action, like manifesting a quickened power, and it counts toward the normal limit of one quickened power per round. You cannot manifest this power when it isn’t your turn. Augment: For every additional power point you spend, this power’s maximum duration increases by 1 round. Spell Flay Telepathy [Mind-Affecting] Level: Psion/Wilder 5 Display: Mental Manifesting Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Effect: Ray Duration: Instantaneous Saving Throw: Will half Power Resistance: Yes Power Points: 9 An invisible ray springs forth from the caster’s mind attacking the victim’s ability to cast spells. The manifestation of this power sounds like the tearing of metal inside the minds of all within 30 feet of either the manifester or the target. The manifester must succeed on a ranged touch attack against the target, otherwise the ray has missed. If the attack succeeds, the target loses 2d4+2 spell slots; a successful Will save reduces the number of lost spell slots by one-half. Treat these lost spell slots identically to spell slots lost to negative levels. The deathward spell and other effects that protect against negative levels, also protect against this power. Augment: You can augment this power in one or both of the following ways: 1. For every 4 additional power points you spend, increase the lost spell slots by 1d4+1. 2. For every 2 additional power points you spend, increase this power’s save DC by 1. Sprint Psychometabolism Level: Egoist 3, Psychic Warrior 2, Rhi’zen 3 Display: Auditory Manifesting Time: 1 swift action Range: Personal Target: You Duration: 1 round Saving Throw: Fortitude negates (harmless) Power Resistance: No Power Points: 5 (Egoist, Rhi’zen), 3 (Psychic Warrior) With the merest though you accelerate yourself to incredible speeds. You gain a +50 foot enhancement bonus to your land speed for 1 round. Manifesting this power is a swift action, like manifesting a quickened power, and it counts towards the normal limit of one quickened power per round. You cannot manifest this power when it is not your turn. Augment: This power can be augmented in one or more of the following means: 191 POWERS ▪ Steadfast Perception-Strength Leech 1. For every additional 3 power points you spend while manifesting this power, its duration is increased by 1 round. 2. For every 3 additional power points you spend while manifesting this power, the enhancement bonus it provides is increased by +10 feet. 3. If you spend 10 additional power points, then you do not gain the above enhancement bonus; instead you gain one additional move action during the current round. This move action provokes attacks of opportunity as would a normal move action (depending of course on the action you take). This specific use of the power does not have a duration; once you have used the move action, the power’s effect is over. Steadfast Perception Clairsentience Level: Psychic Warrior 4 Display: Visual Manifesting Time: 1 standard action Range: Personal Target: You Duration: 10 minutes/level (D) Power Points: 7 Your vision cannot be distracted or misled, granting you immunity to all figments and glamers (such as invisibility). Moreover, your Spot and Search checks receive a +6 enhancement bonus for the duration of this power. This power also grants you another saving throw against someone using false sensory input on you, but you must realize that that power has been used in order to know enough to manifest steadfast perception. Stomp Psychokinesis Level: Psychic Warrior 1 Display: Auditory and visual Manifesting Time: 1 standard action Range: 20 feet Area: Cone-shaped spread Duration: Instantaneous Saving Throw: Reflex negates Power Resistance: No Power Points: 1 Your foot stomp precipitates a psychokinetic shock wave that travels along the ground, toppling creatures and loose objects. The shock wave affects only creatures standing on the ground within the power’s area. Creatures that fail their saves are thrown to the ground, become prone, and take 1d4 points of nonlethal damage. Creatures that are unusually stable receive their stability bonuses as a bonus to the saving throw; similarly, creatures with more 192 than two legs gain a +4 bonus to the saving throw of this power. Augment: For every additional power point you spend, this power’s nonlethal damage increases by 1d4 points. Strength of my Enemy Psychometabolism Level: Psychic Warrior 2 Display: Visual; see text Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level (D) Power Points: 3 You gain the ability to siphon away your enemy’s strength for your own use. One of your natural or manufactured weapons becomes the instrument of your desire, and deals 1 point of Strength damage on each successful hit. You gain that point of Strength as an enhancement bonus to your Strength score. Strength you siphon from different foes is tracked separately—the total siphoned from each individual foe is considered a separate enhancement bonus to your Strength (maximum +4), and you gain only the highest total. Augment: You can augment this power in one or both of the following ways: 1. For every 3 additional power points you spend, the maximum enhancement bonus you can add to your Strength increases by 2. The highest maximum enhancement bonus, even with augmentation, that you can gain is +10. 2. If you spend 6 additional power points, you can manifest this power as a swift action. Strength Leech Psychometabolism Level: Psion/Wilder 1 Display: Visual Manifesting Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Effect: Ray Duration: 1 minute/level Saving Throw: None Power Resistance: Yes Power Points: 1 As the ray of enfeeblement spell, except as noted here. Augment: For every 6 extra power points you spend, you may target one additional creature with a second ray; all targets must be within 15 feet of all other targets. Suggestion, Psionic-Synesthete ▪ POWERS Suggestion, Psionic Telepathy (Compulsion) [Mind-Affecting, LanguageDependent] Level: Telepath 2 Display: Auditory Manifesting Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Target: One creature Duration: 1 hour/level or until completed Saving Throw: Will negates Power Resistance: Yes Power Points: 3 As the suggestion spell, except as noted here. Augment: For every 2 additional power points you spend, this power can affect an additional target. Any additional target cannot be more than 15 feet from another target of the power. Power Points: 9 As the minor synaptic shock power, except as noted here. The initial damage dealt by the shock is 10d4 damage. The secondary damage effect now deals 1d6 nonlethal each round, and a failed save at the end kills the creature. The secondary portion of this power is a death effect. Synaptic Shock Psychokinesis (Preternatural) [Electricity] Level: Psion/Wilder 5 Display: Material Manifesting Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Target: One creature Duration: Instantaneous; see text Saving Throw: Fortitude partial; see text Power Resistance: Yes Synesthete Psychometabolism Level: Psion/Wilder 1, Psychic Warrior 1, Swamp Lord 1 Display: Material Manifesting Time: 1 standard action Range: Personal Target: You Duration: 10 minutes/level (D) Power Points: 1 Synaptic Shock, Mass Psychokinesis (Preternatural) [Electricity] Level: Psion/Wilder 9 Display: Material Manifesting Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Target: All creatures in a 20-foot radius burst Duration: Instantaneous; see text Saving Throw: Fortitude partial; see text Sustenance Power Resistance: Yes Psychometabolism Power Points: 9 Level: Mist Wanderer 2, Psion/Wilder 2, Psychic As the synaptic shock power, except as noted here. Warrior 2, Swamp Lord 2 Display: Material Synaptic Shock, Minor Manifesting Time: 1 standard action Psychokinesis (Preternatural) [Electricity] Range: Personal Level: Psion/Wilder 3 Target: You Display: Material Duration: Instantaneous Manifesting Time: 1 standard action Power Points: 3 Range: Close (25 feet + 5 feet/2 levels) You can go without food and water for one day. Each Target: One creature time you manifest this power, your body manufactures Duration: Instantaneous; see text sufficient solid and liquid nourishment to satisfy your Saving Throw: Fortitude partial; see text needs for that time. Power Resistance: Yes Power Points: 5 Swarm of Crystals The affected creature’s nervous system is loaded with Metacreativity (Creation) a surcharge of electricity, causing its muscles to twitch Level: Psion/Wilder 2, Swamp Lord 2 uncontrollably dealing the target 5d4 points of damage; Display: Material a successful Fortitude save halves this damage. If the Manifesting Time: 1 standard action creature is holding anything at the time it is struck, it Range: 15 feet must make a Reflex save for each held item or drop it. Area: Cone-shaped spread If the creature fails the initial Fortitude save Duration: Instantaneous then for the next 1d4 rounds, the creature continues to Saving Throw: None take 1d4 nonlethal damage each round. At the end of Power Resistance: No this period, the creature must make another Fortitude Power Points: 3 save (DC 10 + the total unhealed nonlethal damage Thousands of tiny crystal shards spray forth in an dealt by this power) or fall unconscious for 2d2 arc from your hand. These razor-like crystals slice rounds. everything in their path. Anyone caught in the cone The power has no effect on constructs, oozes, takes 3d4 points of slashing damage. plants, outsiders, or undead. The duration of the Augment: For every additional power point you secondary effect of this power cannot be affected by spend, this power’s damage increases by 1d4 points feats or other abilities that tamper with the effects of (maximum 10d4). powers. 193 POWERS ▪ Telekinetic Force-Telekinetic Thrust You receive one kind of sensory input when a different sense is stimulated. In particular, you can either feel light or feel sound. You can shift your stimulated sense between these two options once per round as a swift action. Your senses continue to work normally as well, unless they are impaired for some reason. Your face must be uncovered to use this power, because it is the skin of your face that acts as the sensory receiver. If you are feeling light by absorbing ambient light onto your skin, you have your normal visual abilities (except for darkvision), even if your eyes are closed or you are blinded. If your eyes are working normally, you gain a +4 circumstance bonus on all Spot and Search checks. While feeling light, you are immune to gaze attacks if your eyes are closed (or you are blind). If you are feeling sound by absorbing sound onto your skin and your ears are working normally, the expanded audio input provides you with a +4 circumstance bonus on Listen checks. Psionic or magical displacement effects, invisibility effects, illusions, and other similar effects confuse your synesthete senses just as they would your normal senses. You can also use this power to see sound if you are deafened, or hear light if you are blinded, thus removing all penalties associated with either condition (though you gain no bonuses for using the power in this way if you are not deafened or blinded). Telekinetic Force Psychokinesis [Force] Level: Psion/Wilder 3 Display: Visual Manifesting Time: 1 standard action Range: Medium (100 feet + 10 feet/level) Target: One object at a time Duration: Concentration, up to 1 round/level Saving Throw: Will negates (object); see text Power Resistance: Yes (object) Power Points: 5 You move an object by concentrating your mind upon its current location and then the location you desire, creating a sustained force. You can move an object weighing no more than 250 pounds up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with power resistance. The weight can be moved across the ground or through the air. This power ends if the object is forced out of range. If you cease concentration, the object falls or stops. You can drop a weight and pick up another during the power’s duration, as long as you don’t stop concentrating on maintaining the power. An object can be telekinetically manipulated as if you were moving it with one hand. If you spend at least 5 rounds concentrating on an unattended object, you can attempt to break or burst it as if making a Strength check, except that you apply your key ability modifier to the check instead of your Strength modifier. 194 Augment: For every additional power point you spend, the weight limit of the target increases by 25 pounds. Telekinetic Maneuver Psychokinesis [Force] Level: Psion/Wilder 4, Swamp Lord 4 Display: Visual Manifesting Time: 1 standard action Range: Medium (100 feet + 10 feet/level) Target: One creature Duration: Concentration, up to 1 round/level Saving Throw: None Power Resistance: Yes Power Points: 7 You can affect a foe by concentrating your mind upon its current status and the status you desire, once per round. You can perform a bull rush, a disarm, a grapple (including a pin), or a trip. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity; you use your manifester level in place of your base attack bonus (for disarm and grapple attempts), you use your Intelligence modifier in place of your Strength modifier or Dexterity modifier, and a failed attempt doesn’t allow a reactive attempt by the target (such as normally allowed on disarm or trip attempts). No save is allowed against these attempts, but power resistance applies normally. Telekinetic Sphere, Psionic Psychokinesis [Force] Level: Kineticist 8 Display: Material Manifesting Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Effect: 1-foot-diameter/level sphere, centered around creatures or objects Duration: 1 minute/level (D) Saving Throw: Reflex negates (object) Power Resistance: Yes (object) Power Points: 15 As the telekinetic sphere spell, except as noted here. Telekinetic Thrust Psychokinesis Level: Psion/Wilder 3, Swamp Lord 3 Display: Visual Manifesting Time: 1 standard action Range: Medium (100 feet + 10 feet/level) Target or Targets: One or more objects or creatures with a total weight of 250 lbs. or less Duration: Instantaneous Saving Throw: Will negates or Will negates (object); see text Power Resistance: Yes or Yes (object); see text Power Points: 5 You can affect one or more objects or creatures by concentrating your mind upon, sending them in a deadly hail at your foes—or simply by hurling your foe! You can hurl one object or creature per manifester level (maximum fifteen separate targets), as long as all are within the power’s range and each is no more than 10 feet away from another one. Each object or creature can be hurled a maximum distance of 10 feet per level. Telempathic Projection-Thicken Skin ▪ POWERS You must succeed on ranged attack rolls (one per creature or object thrown) to hit the target of the hurled items with the items, applying your Intelligence modifier to the attack roll instead of your Dexterity modifier. Hurled weapons deal their standard damage (your Strength bonus does not apply; arrows or bolts deal damage as daggers of one size smaller than a dagger their size when used in this manner). Other objects deal damage ranging from 1 point per 25 pounds of weight (for less dangerous objects such as an empty barrel) to 1d6 points per 25 pounds of weight (for hard, dense objects such as a boulder). You cannot deal more damage than 1d6 points of damage per power point spent manifesting this power, regardless of the size and type of object. Creatures are allowed Will saves (and power resistance) to negate the effect, as are those whose held possessions are targeted by this power. If you use this power to hurl a creature against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points). Augment: For every additional power point you spend, the weight limit of the target or targets increases by 25 pounds. Telempathic Projection Telepathy (Charm) [Mind-Affecting] Level: Mist Wanderer 1, Psion/Wilder 1 Display: Visual Manifesting Time: 1 standard action Range: Medium (100 feet + 10 feet/level) Target: One creature Duration: 1 minute/level Saving Throw: Will negates Power Resistance: Yes Power Points: 1 You alter the subject’s mood, adjusting its attitude toward you by one step in a positive direction. For instance, an unfriendly creature can be made indifferent, or a hostile creature unfriendly. You can grant a +4 bonus on your own (or others’) Bluff, Diplomacy, Intimidate, Perform, or Sense Motive checks involving the affected creature. Teleportation Circle, Psionic Psychoportation (Teleportation) Level: Nomad 9 Display: Mental Manifesting Time: 10 minutes Range: 0 feet Effect: 5-foot-radius circle that teleports those who activate it Duration: 10 minutes/level (D) Saving Throw: None Power Resistance: Yes Power Points: 17 As the teleportation circle spell, except as noted here. Teleport Trigger Psychoportation (Teleportation) Level: Nomad 5 Display: Material Manifesting Time: 10 minutes Range: Personal Target: You Duration: 1 hour/level (D) Power Points: 9 You specify a situation that triggers your automatic manifestation of a psionic teleport, taking you to a predetermined location. You must know the psionic teleport power and have sufficient power points to manifest it when the specified situation occurs. The teleport trigger goes off on the initiative count immediately after the specified situation occurs, even if you are flat-footed or you have already taken your turn in the current round. The specified situation can be described in general terms or specific terms. Refer to psionic contingency for details of the types of conditions that will cause this power to fail. Temporal Acceleration Psychoportation Level: Psion/Wilder 9 Display: None Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1d4+1 rounds (apparent time); see text Power Points: 11 As the time stop spell, except as noted here. Teleport, Psionic Psychoportation (Teleportation) Level: Nomad 5 Thicken Skin Display: Visual Psychometabolism Manifesting Time: 1 standard action Level: Egoist 1, Psychic Warrior 1, Rhi’zen 1 Range: Personal and touch Target or Targets: You and touched objects or other Display: Material and olfactory Manifesting Time: 1 standard action touched willing creatures Range: Personal Duration: Instantaneous Target: You Saving Throw: None or Will negates (object) Duration: 10 minutes/level Power Resistance: No or Yes (object) Power Points: 1 Power Points: 9 Your skin or natural armor thickens and spreads across As the teleport spell, except as noted here. your body, providing a +1 enhancement bonus to your Natural Armor bonus to Armor Class. Teleport, Greater, Psionic Augment: You can augment this power in one or both Psychoportation (Teleportation) of the following ways: Level: Nomad 8 1. For every 3 additional power points you spend, the Power Points: 15 enhancement bonus increases by 1 (maximum +5). As the greater teleport spell, except as noted here. 195 POWERS ▪ Thought Fortress-Time Regression 2. If you spend 6 additional power points, you can the subject seems to disappear in a shimmer of silver manifest this power as a swift action. energy, then reappear after the duration of this power expires. The subject reappears in exactly the same Thought Fortress orientation and condition as before. From the subject’s Telepathy [Mind-Affecting] point of view, no time has passed at all. Level: Psion/Wilder 6, Psychic Warrior 6, Swamp In each round of the power’s duration, on Lord 7 what would have been the subject’s turn, it can attempt Display: Auditory a DC 15 Wisdom check. Success allows the subject to Manifesting Time: 1 standard action return. The subject can act normally on its next turn Target: Caster + 3 other creatures, all targets must be after this power ends. within 30 feet of each other. If the space from which the subject departed is Duration: 1 round / level occupied upon his return to the time stream, he appears Saving Throw: Will negates (harmless) in the closest unoccupied space, still in his original Power Resistance: No orientation. Determine the closest space randomly if Power Points: 11 (Psion, Psychic Warrior, Wilder), 13 necessary. (Swamp Lord) Augment: You can augment this power in one or both You fortify your mind, and that of your allies against of the following ways: intrusion and meddling. You and all affected creatures 1. For every 2 additional power points you spend, you gain power resistance 15 against all mind-affecting can affect a creature of one size category larger, or powers. double the weight of an object to be affected. Augment: This power can be augmented in one or 2. For every 2 additional power points you spend, this more of the following means: power can affect an additional target. Any additional 1. You can manifest this power as an immediate action target cannot be more than 15 feet from another target by spending an additional 6 power points. of the power. If the additional creatures are larger than 2. For each additional power point you spend, you may medium size (or the objects are more than 300 pounds) target one additional creature. then you must pay the first augmentation separately for 3. For each additional power point you spend, increase each creature or object. the power resistance granted by 1 point. Time Hop, Mass Thought Shield Psychoportation Telepathy [Mind-Affecting] Level: Nomad 8 Level: Psion/Wilder 2, Psychic Warrior 2, Swamp Display: Auditory and visual Lord 2 Manifesting Time: 1 standard action Display: Auditory Range: Close (25 feet + 5 feet/2 levels) Manifesting Time: 1 immediate action Targets: All willing creatures in range Range: Personal Duration: Up to 1 hour/level; see text Target: You Power Points: 15 Duration: 1 round As time hop, except you can affect any number of Power Points: 3 willing subjects in range, including yourself. You can You fortify your mind against intrusions, gaining power choose which creatures are affected by the power. The resistance 13 against all mind-affecting powers. subjects hop forward in time a number of hours equal You can manifest this power instantly, quickly enough to your manifester level, or some shorter number of to gain its benefits in an emergency. You can use this hours; you decide how many hours the mass time hop power even when it’s not your turn. lasts when you manifest the power. Augment: For every additional power point you spend, Augment: If you spend 6 additional power points, you this power’s duration increases by 1 round, and the can manifest this power as an immediate action. power resistance it provides increases by 1 point. Time Regression Time Hop Psychoportation Psychoportation Level: Nomad 9 Level: Psion/Wilder 3 Display: None Display: Auditory and visual Manifesting Time: 1 standard action Manifesting Time: 1 standard action Range: Personal Range: Close (25 feet + 5 feet/2 levels) Target: You Targets: One Medium or smaller creature, or one Duration: Instantaneous object weighing 300 lbs. or less Power Points: 17, XP Duration: 1 round/level; see text You can regress apparent time 1 round into the past. Saving Throw: Will negates In effect, you “replay” the previous round of activity. Power Resistance: Yes The power regresses time to the point along the time Power Points: 5 stream just prior to your previous turn, undoing the The subject of the power hops forward in time 1 effects of everyone else’s actions in the meantime. round for every manifester level you have. In effect, Once you have used time regression, only you retain 196 Timeless Body-Touchsight, Greater ▪ POWERS can make a ranged touch attack to strike the creature. If you succeed, direct contact with the vortex deals 8d6 points of damage to the creature (no save). Regardless of whether your ranged touch attack hits (and even if you forgo the attack), all creatures in the area (including the one possibly damaged by direct contact) are picked up and violently dashed about, dealing 17d6 points of damage to each one. Creatures that make a successful Reflex save take half damage. After being dashed about, each creature that was affected finds itself situated in a new space 1d4 x 10 feet away from its original space in a random Timeless Body direction. Walls and other barriers can restrict this Psychoportation relocation; in such a case, the creature ends up adjacent Level: Psion/Wilder 9 to the barrier. Display: Material Augment: For every additional power point you spend, Manifesting Time: 1 standard action this power’s area damage (not the damage from direct Range: Personal contact dealt to a specific creature) increases by 1d6 Target: You points (to a maximum of 24d6 points). For each extra Duration: 1 round 2d6 points of damage, this power’s save DC increases Power Points: 17 Your body ignores all harmful (and helpful) effects, by 1. beginning when you finish manifesting this power and ending at the end of your next turn. While timeless body is Touchsight in effect, you are invulnerable to all attacks and powers. Psychometabolism Level: Psion/Wilder 3, Swamp Lord 3 This power cannot be quickened. Display: Visual Manifesting Time: 1 standard action Tongues, Psionic Range: Personal; see text Telepathy [Mind-Affecting] Target: You Level: Psion/Wilder 2 Duration: 1 minute/level (D) Display: None Power Points: 5 Manifesting Time: 1 standard action You generate a subtle telekinetic field of mental Range: Personal contact, allowing you to “feel” your surroundings even Target: You in total darkness or when your sight would otherwise Duration: 10 minutes/level be obscured by your physical environment. You gain Power Points: 3 As the tongues spell, except as noted here. This power blindsense with a range of 60 feet. This means that you does not enable you to speak with creatures immune to are aware of all creatures within 60 feet to whom you have line of effect; however, all such creatures have mind-affecting powers. total concealment against you, unless you have other means Tornado Blast of seeing them. Psychokinesis Augment: For every 2 additional Level: Kineticist 9 power points you spend, the radius of Display: Auditory and visual; see your touchsight field increases by 10 feet. text Manifesting Time: 1 round Touchsight, Greater Range: Long (400 feet + 40 Psychometabolism feet/level) Level: Psion/Wilder 8 Area: 40-foot-radius spread Display: Visual Duration: Instantaneous Manifesting Time: 1 standard Saving Throw: Reflex half; action see text Range: Personal; see text Power Resistance: No Target: You Power Points: 17 Duration: 1 round/level (D) You induce the formation of Power Points: 15 a slender vortex of fiercely You generate a subtle telekinetic swirling air. When you field of mental contact, allowing manifest it, a vortex of air you to “feel” your surroundings visibly and audibly snakes out even in total darkness or when your from your outstretched hand. sight would otherwise be obscured If you want to aim the by your physical environment. You vortex at a specific creature, you knowledge of what happened during the round that is being replayed; however, you can communicate that knowledge verbally to your companions, if desired. During the round that you live through a second time, you can act on knowledge you previously gained by already living through the immediate future. In all likelihood, you’ll probably not choose to manifest time regression during your second pass through the time stream, instead taking completely new actions, but you pay the XP cost all the same. XP Cost: 1,000 XP. 197 POWERS ▪ Tower of Iron Will-Truevenom Weapon gain blindsight with a range of 120 feet. You ignore invisibility, darkness, and concealment, though you must have line of effect to a creature or an object to discern it. You do not need to make Spot or Listen checks to notice creatures; you can detect and pinpoint all creatures within 120 feet. In many circumstances, comparing your regular senses to what you learn with greater touchsight is enough to tell you the difference between visible, invisible, hiding, and concealed creatures. Augment: For every 2 additional power points you spend, the radius of your greater touchsight field increases by 10 feet. Tower of Iron Will Telepathy [Mind-Affecting] Level: Psion/Wilder 5, Swamp Lord 5 Display: Auditory Manifesting Time: 1 immediate action Range: 10 feet Area: 10-foot-radius emanation centered on you Duration: 1 round Saving Throw: None (harmless) Power Resistance: Yes (harmless) Power Points: 9 You generate a bastion of thought so strong that it offers protection to you and everyone around you, improving the self-control of all. You and all creatures in the power’s area gain power resistance 19 against all mind-affecting powers. Once established, this emanation does not move with the manifester. You can manifest this power instantly, quickly enough to gain its benefits in an emergency. You can use this power even when it’s not your turn. Augment: For every additional power point you spend, this power’s duration increases by 1 round and the power resistance it provides increases by 1 point. 198 Trace Teleport Clairsentience Level: Psion/Wilder 4 Display: Visual Manifesting Time: 1 standard action Range: Close (25 feet + 5 feet/2 levels) Area: Spread with a radius of 25 feet + 5 feet/2 levels, centered on you Duration: Instantaneous Saving Throw: None Power Resistance: No Power Points: 7 As detect teleportation, except you can trace the destination of any psionic or magical teleportation made by others within this power’s area within the last minute. You know the direction and distance the individuals traveled and could teleport to the location yourself if you so desired (and if you know the psionic teleport power), as if you had “casually seen” the location. This power does not grant you any information on the conditions at the other end of the trace beyond the mental coordinates of the location. Augment: If you spend 2 additional power points, this power’s range increases to Medium (100 feet + 10 feet/level). True Metabolism Psychometabolism (Healing) Level: Psion/Wilder 8 Display: Material Manifesting Time: 1 round Range: Personal Target: You Duration: 1 minute/level Power Points: 15 You are difficult to kill while this power persists. You automatically heal damage at the rate of 10 hit points per round. This power is not effective against damage from starvation, thirst, or suffocation. Also, attack forms that don’t deal hit point damage (for example, most poisons) ignore true metabolism. You can also use this power to regrow lost portions of your body and to reattach severed limbs or body parts, if you do nothing but concentrate on regrowing the lost body part or reattaching the severed limb for the duration of the power. You do not gain the benefits described earlier when you manifest true metabolism for this purpose. You must have a Constitution score to gain any of this power’s benefits. True Seeing, Psionic Clairsentience Level: Psion/Wilder 5, Swamp Lord 5 Display: Visual Manifesting Time: 1 standard action Range: Personal Target: You Duration: 1 minute/level Power Points: 9 As the true seeing power, except as noted here. Truevenom Psychometabolism Level: Psychic Warrior 4 Display: Material; see text Manifesting Time: 1 swift action Range: Personal Target: You Duration: 1 minute/level or until discharged Saving Throw: None and Fortitude negates; see text Power Points: 7 If you have a claw attack (either from an actual natural weapon or from an effect such as claws of the beast), you can use this power to produce a horrible poison that coats one of your claws. On your next successful melee attack with the claw during the power’s duration, the poison deals 1d8 points of Constitution damage immediately and another 1d8 points of Constitution damage 1 minute later. The target of your attack can negate each instance of damage with a Fortitude save. Truevenom Weapon Psychometabolism (Creation) Level: Psychic Warrior 4 Range: Touch Target: Weapon touched Power Points: 7 Ubiquitous Vision-Wall of Ectoplasm ▪ POWERS Vigor Psychometabolism Level: Mist Wanderer 1, Psion/Wilder 1, Psychic Warrior 1, Rhi’zen 1, Adept of Shadows 1 Display: Material and olfactory Manifesting Time: 1 standard action Ubiquitous Vision Range: Personal Clairsentience Level: Mist Wanderer 3, Psion/Wilder 3, Psychic Target: You Duration: 1 minute/level Warrior 3, Swamp Lord 3, Adept of Shadows 3 Power Points: 1 Display: Visual You suffuse yourself with power, gaining 3 temporary Manifesting Time: 1 standard action hit points. Using this power again when an earlier Range: Personal manifestation has not expired merely replaces the older Target: You temporary hit points (if any remain) with the newer ones. Duration: 10 minutes/level (D) Augment: For every additional power point you spend, Power Points: 5 You have metaphoric “eyes in the back of your head,” the number of temporary hit points you gain increases and on the sides and top as well, granting you benefits by 3 (maximum 30). in specific situations. In effect, you have a 360degree sphere of sight, allowing you a perfect view of Wall of Ectoplasm creatures that might otherwise flank you. Thus, you Metacreativity (Creation) cannot be flanked; this denies flanking opponents the Level: Psion/Wilder 4, Swamp Lord 4 bonus to attack rolls, and creatures from using sneak Display: Visual attack or other similar attacks against you (although Manifesting Time: 1 standard action you may still be subject to sneak attack and similar Range: Close (25 feet + 5 feet/2 levels) if you are caught flat-footed). Your Spot and Search Effect: Wall whose area is up to one 10-foot square/ checks gain a +4 enhancement bonus. Concurrently, level or a sphere or hemisphere with a radius of up to you take a –4 penalty on saves against all gaze attacks 1 foot/level Duration: 1 minute/level (D) during the power’s duration. Saving Throw: None Power Resistance: No Ultrablast Power Points: 7 Telepathy [Mind-Affecting] You fashion a roiling wall of ectoplasm, imbuing it with Level: Psion/Wilder 7, Swamp Lord 7 solidity. The wall cannot move once it is formed. It is Display: Auditory; see text 1 inch thick per four manifester levels and occupies up Manifesting Time: 1 standard action to one 10-foot square per level. Each 10-foot square Range: 15 feet of the wall has 10 hit points per inch of thickness and Area: 15-foot-radius spread centered on you hardness 5. A section of the wall whose hit points drop Duration: Instantaneous to 0 is breached. If a creature tries to break through the Saving Throw: Will half wall, the DC for the Strength check is 15 + 2 per inch Power Resistance: Yes of thickness. Power Points: 13 The wall of ectoplasm is susceptible to dispel You “grumble” psychically (which both psionic and nonpsionic creatures can detect), then release a horrid psionics, but it gains a +4 bonus on any check to shriek from your subconscious that disrupts the brains determine whether the wall is negated. Spells, powers, of all enemies in the power’s area, dealing 13d6 points and breath weapons cannot pass through the wall in either direction (though they could damage it). It of damage to each enemy. Augment: For every additional power point you spend, blocks ethereal creatures as well as material creatures (though ethereal creatures can usually get around the this power’s damage increases by 1d6 points. wall by floating under or over it through material floors and ceilings). The wall is opaque, so neither vision Vampiric Blade nor gaze attacks operate through it. The wall does not Psychometabolism block psychoportive travel, such as that provided by Level: Psychic Warrior 3 the psionic teleport power. Display: Material and visual You can form the wall into a flat, vertical Manifesting Time: 1 standard action plane whose area is up to one 10-foot square per level Range: 0 feet or into a sphere or hemisphere with a radius of up to 1 Target: One weapon you hold foot per level. Duration: 1 round/level The wall of ectoplasm must be continuous and Power Points: 5 As claws of the vampire, except your weapon is unbroken when manifested. If its surface is interrupted affected as long as it remains in your grip or until this by any object or creature, the power fails. power’s duration expires. As truevenom, except your weapon gains the poison coating as long as it remains in your grip, until the effect is discharged, or until the duration expires, whichever occurs first. 199 POWERS ▪ Wall of Energy-Weapon of Energy Wall of Entropy Metacreativity (Preternatural) [Entropy] Level: Shaper 8, Psion/Wilder 10 Display: Visual Manifesting Time: 1 standard action Range: Medium (100 feet + 10 feet/level) Effect: Wall whose area is up to one 10-foot square / level Duration: 1 round / level Saving Throw: None or Reflex negates (see text) Power Resistance: No Power Points: 15 (Shaper), 21 (Psion/Wilder) You create an immobile wall of roiling entropy. This wall is opaque, and is unaffected by all non-preternatural psionic powers. Most matter and energy cannot move through the wall; it blocks breath weapons and spells. Creatures may move through the barrier; however, doing so is dangerous and difficult. A creature that wishes to move through the wall must make a Strength check DC 20 + the manifester’s Intelligence modifier. Success indicates they reach the opposite side of the wall. Any creature that moves through the wall, attempts to move through the wall or merely touches the wall suffers 15d4 entropy damage. There is no save offered against this damage. The manifester can form the wall into a flat, vertical plane whose area is up to one 10-foot square per level (the wall is less than one inch thick). The wall must be continuous and unbroken when formed. If its surface is broken by any object or creature, the offending object or creature suffers 5d4 entropy damage (Reflex save for negates) and is ejected out of the wall. The manifester chooses the side in the case of an ejected object, while a creature may choose for themselves which side they wish. 2. For every two additional power points spent manifesting this power, the DC is increased by +1. 3. If you spend four additional power points while manifesting this power, then the wall of shards provides cover (+4 bonus to AC, +2 bonus on Reflex saves) against attacks made through it. 4. If you spend six additional power points while manifesting this power, then the wall of shards can be up to 20 feet long/level, or a ring with a radius of up to 5 feet/2 levels; either form 20 feet high. Wall Walker Psychoportation Level: Mist Wanderer 2, Psychic Warrior 2, Adept of Shadows 2 Display: Material Manifesting Time: 1 standard action Range: Personal Wall of Shards Target: You Metacreativity (Creation) Duration: 1 minute/level Level: Shaper 4 Power Points: 3 Display: Auditory and Visual You can walk on vertical surfaces or even traverse Manifesting Time: 1 standard action ceilings (you need not make Climb checks to traverse Range: Medium (100 feet + 10 feet/level) these surfaces). Because of the need to keep at least one Effect: Wall of shards 10-feet-long/level or a ringed foot in contact with the wall or ceiling at all times, you wall of shards with a radius of up to 5 feet per four cannot jump or use the run action, and you can move at levels; either form 10 feet tall. only half speed. Duration: 1 round/level You retain your Dexterity bonus to Armor Saving Throw: Reflex half or Reflex negates (see text) Class, if any, and opponents gain no special bonuses Power Resistance: Yes against you. Power Points: 7 You form an immobile wall of ectoplasmic crystals that Weapon of Energy whirl and spin in place. Any creature passing through Psychokinesis [see text] the wall takes 7d6 points of damage, with a Reflex save Level: Psychic Warrior 4 for half damage. Display: Visual If you create the wall so that it appears where Range: Touch creatures are, each creature takes damage as if passing Target: Weapon touched through the wall. Each such creature can avoid the wall Duration: 1 round/level (ending up on a side of its choice) and thus take no Saving Throw: Fortitude negates (object, harmless) damage by making a successful Reflex save. Power Resistance: None Augment: This power can be augmented in one or more Power Points: 7 of the following means: As claw of energy, except this power can be manifested 1. For every additional power point spent manifesting on a touched weapon. This power’s subtype is the same this power, the damage inflicted is increased by +1d6. as the type of energy infused in the touched weapon. 200 Mundane Equipment ▪ EQUIPMENT Chapter Seven: Equipment Presented below is a small collection of mundane equipment and biotechnology equipment used by the Voiceless Ones. This is followed by the various psionic items that exist. In Living Arcanis, PCs may freely purchase an Artisan’s Workshop through the Land Office. PCs may not purchase Biotechnology Equipment without campaign documentation; however, PCs may purchase any of the Psionic Items at a marketplace. Materials Mundane Equipment Soft-Flesh Craft Artisan’s Workshop This is a space dedicated to a specific craft, containing the tools and work-space necessary to create items using the selected skill. The workshops come in three size ranges, each granting a different benefit. However, larger workshops require the presence of assistants to be able to gain any benefits from them. A small artisan’s workshop is between 1,000 and 2,000 square feet. When the artisan is using the associated craft skill within a dedicated workshop, she receives a +4 bonus to the check. If she is aided by at least one assistant, she receives a further +1 bonus to the check. A small artisan’s workshop costs 5,000 gp to build and stock. A medium artisan’s workshop is between 2,000 and 4,000 square feet. When the artisan is using the associated craft skill within a dedicated workshop, she receives a +6 bonus to the check. If she is aided by at least two assistants, she receives an additional +4 bonus to the check. A medium artisan’s workshop costs 10,000 gp to build and stock. A large artisan’s workshop is between 4,000 and 10,000 square feet. When the artisan is using the associated craft skill within a dedicated workshop, she receives a +10 bonus to the check. If she is aided by at least five assistants, she receives an additional +10 bonus to the check. A large artisan’s workshop costs 50,000 gp to build and stock. Biotechnology Equipment The Voiceless Ones have attained a mastery of fleshcrafting, a technology that is limited to a small selection of races upon Onara. While the Ssethregorans have also mastered the technologies necessary to undertake fleshcrafting, the two cultures have approached the technique from a different point of view, giving two very different results. Below is a small sampling of the flesh-crafted technology that is available to the Voiceless Ones. There are three commonly used flesh-craft materials. There are soft-flesh craft materials (roughly akin to leather), tough-flesh craft materials (roughly equivalent to wood), and hardened-flesh craft materials (similar to stone or metal). Each of these three materials have different properties but they share one common property: any item made from flesh-craft materials weighs half of what the item would normally weigh. Soft-flesh craft materials have a hardness of 0, and 2 hit points per inch of thickness. However, these materials also heal damage over time, regaining one hit point each hour. Items made from soft-flesh craft materials cost 200 gp extra. Tough-Flesh Craft Tough-flesh craft materials have a hardness of 5 and 10 hit points per inch of thickness. However, these materials also heal damage over time, albeit more slowly than soft-flesh craft materials; tough-flesh craft materials regain one hit point every two hours. Items made from tough-flesh craft materials cost 400 gp extra. Hardened-Flesh Craft Hardened-flesh craft materials have a hardness of 8 and 15 hit points per inch of thickness. However, these materials also heal damage over time, albeit more slowly than tough-flesh craft materials; hardened-flesh craft materials regain one hit point every eight hours. Items made from hardened-flesh craft materials cost 800 gp extra. Food Factories Massive breeding ‘vats’ grow substantial quantities of flesh upon which the Voiceless Ones feed. Similarly, vast algae and fungal farms exist to feed the other creatures that live within the cities of the Voiceless Ones, either as citizens or as slaves, depending on their status within the Silence. The vats that grow the flesh, the algal farms, and the fungal farms are all a result of the flesh-crafting expertise of the Voiceless Ones, and while portable, they are usually not grown in such a fashion that they can be moved. Brain Networks Most brains that are returned to the cities of the Voiceless Ones are consumed as the delicacy that they Below are the most commonly found items that are; however, there are some brains that for whatever reasons are undesirable for consumption. These brains permeate the cities of the Voiceless Ones. are not discarded, but rather they are encased in thick glass cylinders that are filled with special mineral salts and oils. Over a period of a few weeks, the brains Common Items 201 EQUIPMENT ▪ Weapons and Armor become preserved and start to crystallize. As the brains crystallize, the combination of mineral oils, salts, and the pervasive preternatural psionic energies that course through the cities of the Voiceless Ones corrupt the preserved brains, awakening them into a crude approximation of life. These brains develop the means to act as telepathic relays; a well-spaced network of these preserved brains allows for nearly instantaneous, silent communication between all Voiceless Ones within any given city. As the brains age, the range at which they can intercept and broadcast telepathic signals increases. For each year (or portion therein) that a brain has been preserved and awakened, it can communicate within a 50-foot range. The maximum range of these brains is 250 feet. Despite their ability to communicate, the extend of the cognitive ability of these brains is to simply relay any telepathic communication to all creatures within its range. As a side quirk, it is widely believed that these brains can only communicate with creatures that have the entropic subtype. While this is not confirmed, sufficient rumors exist to lend the speculation some significant weight amongst scholars outside the demesne of the Voiceless Ones. Weapons and Armor Carapace armor is an exotic armor. If the wearer is non-proficient, then the base armor bonus drops to +6, the maximum Dexterity bonus drops to +1, and the armor check penalty increases to –7. Carapace armor is crafted from heavy flesh-craft material, and thus gains the benefits associated with that material; it also means that carapace armor may not be crafted from a special material. Carapace Armor, Powered This is a heavier, psionically-powered version of the normal carapace armor. Physically the armor is nearly identical to standard carapace armor, save that it has heavier plating across the torso area. When carapace armor is worn by a creature without a power point reserve, treat the wearer as non-proficient (even if they have the exotic armor proficiency). Powered carapace armor is an exotic armor. If the wearer is non-proficient, then the base armor bonus drops to +7, the maximum Dexterity bonus drops to +1, the armor check penalty increases to –6, and the armor reduces the wearer’s speed by one third. Powered carapace armor is crafted from heavy fleshcraft material, and thus gains the benefits associated with that material; it also means that powered carapace armor may not be crafted from a special material. While the Voiceless Ones as a race are capable psionicists, there are those amongst them, as in any Scorpion Harness society, that find comfort in the cold, hard edge of a A scorpion harness is a type of living armor and blade over the mystical mental practices that create a weapon created and used primarily by the Voiceless psionic effect. Ones. It is a chitinous shell with twelve legs; six legs are used for locomotion, and the other six wrap around Carapace Armor the torso of the wearer holding the device in place. The This armor is made from heavy shell-like plates that harness also has a long segmented tail with a stinger at cover the torso, arms, legs and head of the wearer. The the end. The tail can arc up over the wearer’s head or plates are connected by leathery tendons, allowing for reach up to five feet behind or to either side. some freedom of movement. Flesh-craft Armor Armor Maximum Bonus Dex Bonus Exotic Armor Cost Heavy Armors Carapace Armor 3,000 gp +8 (+6) Powered 6,000 gp +10 (+7) Carapace Armor Scorpion Harness 10,000 gp +10 (+7) Armor Check Penalty +2 (+1) +2 (+1) -5 (-7) -3 (-6) 30% 30% +4 (+2) -3 (-10) 20% Values in ( )’s indicate bonuses provided to non-proficient users. Flesh-craft Weapons Speed Arcane Spell Failure Chance (30 ft.) (20 ft.) Weight 20 ft. 15 ft. 50 lb. 30 ft. 20 ft. 65 lb. (20 ft.) (15 ft.) 50 ft. 50 ft. 175 lb. (20 ft.) (15 ft.) Range Natural Weapons Cost Dmg (S) Dmg (M) Critical Increment Weight Type Primary Natural Weapons Scorpion Harness: Claws 0 gp 1 1d4 1d6 20/x2 0 lb. 2 Slashing Secondary Natural Weapons Scorpion Harness: Stinger 0 gp 1 1d4 1d6 20/x2 0 lb. 2 Piercing 1 A Scorpion Harness, when purchased, includes both the weapon and armor components for a single purchase price. 2 The weight of the weapon component is included in the weight of the armor. 202 Psionic Items ▪ EQUIPMENT A scorpion harness grants the wearer many benefits. If the wearer is not proficient, or has no power point reserve, then the harness does not function nearly as well. The following, except where noted, assumes a proficient wearer with a power point reserve. The wearer gains the ability to use the six longer legs that touch the ground as a means of locomotion, granting the 50-foot movement of the armor. The harness has a Strength of 21 (+5 Strength modifier); this Strength score is used to resist movement related attacks, such as bull-rush or tripping, and to move through obstacles (such as web spells). Furthermore, the multiple legs grant a bonus to checks made to resist being bull-rushed (+4 for multiple legs) or tripped (+4 for multiple legs). Finally, the harness’ extra legs also grant a +3 circumstance bonus to Climb and Jump checks (Jump checks will also get an additional bonus at times for moving faster than 30 feet). Wearing a scorpion harness gives the wearer access to two types of weapons: the harness’ claws and the stinger. The wearer can attack with the claws on the end of the first two ‘walking’ legs, retaining the other two to stand on. These claw attacks are primary natural weapons and gain a full Strength modifier to damage. The stinger is a secondary natural attack, suffering a –5 to attack unless the wearer possesses the Multiattack feat, in which case the attack suffers a –2 penalty instead. The stinger, as a secondary attack, only gains one-half, round down, Strength modifier to damage. The wearer of the harness may elect to use the harness’ Strength score when making these attacks instead of his own; however, if he does so then he may not attack with any hand-held weapons in addition to using the harness’ weapons. A successful strike with the harness’ tail can, once per day, deliver a dose of poison; Fortitude save DC 15 resists, initial and secondary damage 1d6 Strength. A wearer of a scorpion harness is considered proficient with the harness’ weapons, as long as he or she is proficient with wearing the harness and has a power point reserve. A scorpion harness is crafted from heavy-flesh craft materials gaining all the associated benefits of that material; additionally, a scorpion harness may not be crafted from a special material. Psionic Items Using Items To use a psionic item, it must be activated, although sometimes activation is accomplished simply by picking an item up or putting it on. Some items, once they are carried or worn, function constantly. In most cases, using an item requires a standard action that does not provoke attacks of opportunity. By contrast, power completion items (see below) are treated just like powers in combat and do provoke attacks of opportunity. Activating a psionic item is a standard action unless the item description indicates otherwise. The manifesting time of a power is the time required to activate the same power in an item, whether it’s a power stone, a dorje, or a psionic tattoo, unless the item description specifically states otherwise. The four ways to activate psionic items are described below. Power Completion: This is the activation method for power stones. A power stone holds a power that is mostly finished. All that’s left to do is perform the short, simple, finishing parts of the manifestation (the final mental coda, as it were). To use a power-completion item safely, a character must be of high enough level in the appropriate class to manifest the power already. If he can’t already manifest the power, there’s a chance he’ll make a mistake (see Brainburn in the power stone description). Activating a power-completion item is a standard action and provokes attacks of opportunity exactly as manifesting a power does. Powers stored in power completion items are usually not augmented, because the manifester level of such an item is assumed to be the minimum necessary to manifest the stored power. However, an item’s description may specify otherwise (some power stones have manifester levels higher than the minimum required to manifest the stored power, and are then assumed to be augmented as well). Power Trigger: This is the activation method for dorjes and psicrowns. It requires the special knowledge of power manifestation that a character of the appropriate class would know, and the formation of the appropriate command thought. If a power is on a character’s power list, the character knows how to use a power trigger item that stores that power. The user must still determine what power is stored in the item before she can activate it. Activating a power-trigger item is a standard action that does not provoke attacks of opportunity. Powers stored in power trigger items are not augmented. Such powers are assumed to be stored in the item at the minimum manifester level necessary to manifest the power. However, certain items may specify a higher manifester level than necessary. If such an item holds a power that deals hit point damage, the power is assumed to be augmented to the maximum allowed by the power and the manifester level. Command Thought: If no activation method is suggested either in the psionic item description or by the nature of the item, assume that a command thought is needed to activate it. Command thought activation means that a character mentally projects a thought, and the item activates. No other special knowledge is needed. Activating a command-thought psionic item is a standard action that does not provoke attacks of opportunity. Sometimes the command thought to activate an item is mentally imprinted within it and is whispered into the mind of a creature who picks it up. Other items are silent, but a Knowledge (psionics) or Knowledge (history) check might be useful in helping to identify command thoughts. A successful DC 30 check is needed to come up with the command thought in this case. The power psionic identify reveals command thoughts. 203 EQUIPMENT ▪ Saving Throws Against Psionic Item Powers Powers stored in command-thought items are usually not augmented, because the manifester level of such an item is assumed to be the minimum possible to manifest the stored power. Use-Activated: This type of psionic item simply has to be used to activate. Use activation is generally straightforward and self-explanatory. Many use-activated items are objects that a character wears. Some items made for wearing must still be activated. Although this activation sometimes requires a command thought (see above), usually it means mentally willing the activation to happen (a free action). The description of an item states whether a command thought is needed in such a case. Unless stated otherwise, activating a useactivated psionic item is either a standard action or not an action at all and does not provoke attacks of opportunity, unless the use involves performing an action that provokes attacks of opportunity in itself. If the use of the item takes time before a psionic effect occurs, then use activation is a standard action. If the item’s activation is subsumed in its use and takes no extra time, use activation is not an action at all. Use activation doesn’t mean that if you use an item, you automatically know what it can do. You must know (or at least guess) what the item can do and then use the item to activate it, unless the benefit of the item comes automatically. Powers stored in use-activated items are usually not augmented, because the manifester level of such an item is assumed to be the minimum possible to manifest the stored power. Saving Throws Against Psionic Item Powers Psionic items produce psionic powers. The DC of a saving throw against a power from a psionic item is always 10 + the level of the power or effect + the ability modifier of the minimum ability score needed to manifest that level of power. Another way to figure the same number is to multiply the power’s level by 1-1/2 and add 10 to the result. Psicrowns are an exception to the rule. Treat the saving throw as if the wielder manifested the power, including caster level and all modifiers to save DC. Some psionic items take advantage of the fact that powers can be augmented to increase their saving throw DCs. These items are special and have their creation cost and market price calculated using the manifester’s level instead of the power’s level. Most item descriptions give saving throw DCs for various effects, particularly when the effect has no exact power equivalent (making its level otherwise difficult to quickly determine). Damaging Psionic Items A psionic item doesn’t need to make a saving throw unless it is unattended, it is specifically targeted by the effect, or its wielder rolls a natural 1 on his saving throw. Psionic items should always get a save against powers or spells that might deal damage to them—even against 204 attacks from which a mundane item would normally get no chance to save. All types of psionic item saves— Fortitude, Reflex, and Will—are calculated the same way: The item’s saving throw bonus equals 2 + 1/2 its manifester level (round down). The only exceptions to this rule are intelligent psionic items, which make Will saves based on their own Wisdom scores. A psionic item, unless otherwise noted, takes damage as a normal item of the same type. A damaged psionic item continues to function, but if it is destroyed, all its psionic power is lost. Repairing Items Some psionic items (especially psionic weapons and shields) may take damage over the course of an adventure. It costs no more to repair a psionic item with the Craft skill than it does to repair its nonpsionic counterpart. The make whole spell can repair a damaged—but not completely broken— psionic item. Charges and Multiple Uses Some items are limited in power by the number of charges they hold or the number of power points they contain. Normally, charged items (such as dorjes) have 50 charges at most. If such an item is found as a random part of a treasure, roll d% and divide by 2 to determine the number of charges left (round down, minimum 1). Similarly, items that contain power points (such as psicrowns) have a number of points equal to 50 x the manifester level of the creator. If such an item is found as a random part of a treasure, roll d% and divide by 2 to determine the number by which the manifester level is multiplied (round down, minimum 1). Market prices given on the tables are always for fully-charged or fully-powered items. (When an item is created, it is fully charged or fully powered.) For an item that’s worthless when its charges or power points run out (which is the case for almost all charged or powered items), the value of the partially used item is proportional to the number of charges left. For an item that has usefulness in addition to its charges, only part of the item’s value is based on the number of charges left. Some items are single-use and expendable. Such items can often be found in sets or groups. Psionic Item Descriptions In the following sections, each type of psionic item, such as armor or psionic tattoos, has a general description, followed by descriptions of specific items. General descriptions include notes on activation, random generation, and other information. The Armor Class, hardness, hit points, and break DC are given for typical examples of some types of psionic items. The Armor Class assumes that the item is unattended and includes a –5 penalty for the item’s effective Dexterity of 0. If a creature holds the item, use the creature’s Dexterity modifier as an adjustment to Armor Class in place of the –5 penalty. Psionic Armor and Shields ▪ EQUIPMENT Some individual items, notably those that simply store psionic powers, don’t get full-blown descriptions. Simply reference the power’s description. Assume that the power is manifested at the minimum level required to manifest it, unless otherwise noted. Increasing the manifester level so increases the cost of the item; see Table: Estimating Magic Item Gold Piece Value in the System Reference Document, substituting “spell” for “power” and “caster level” for “manifester level” as appropriate. The main reason to make the manifester level higher, or course, would be to increase the potency of the power. Raising the manifester level is common for powers such as astral construct, the duration of which increases with the level of the manifester. Items with full descriptions have their abilities detailed, and each of the following aspects of these items is summarized at the end of the description. Aura: Most of the time, a detect psionics power will reveal the discipline associated with a psionic item and the strength of the aura an item emits. This information (when applicable) is given at the beginning of the item’s notational entry in the form of a phrase. See the detect psionics power description for more information. Manifester Level: The next entry in the summary indicates the level of the creator (or the manifester level of the powers placed within the item, if this level is lower than the actual level of the creator). The manifester level provides the item’s saving throw bonus, as well as range and other level-dependent aspects of the powers of the item (if variable). It also determines the level that must be contended with should the item come under the effect of a dispel psionics power or a similar situation. This information is given in the form “ML x,” where “ML” is an abbreviation for manifester level and “x” is an ordinal number representing the manifester level itself. For psionic tattoos, power stones, and dorjes, the creator can set the manifester level of an item at any number high enough to manifest the stored power and not higher than her own manifester level. For other psionic items, the item itself determines the manifester level. In this case, the creator’s manifester level must be as high as the item’s manifester level (and prerequisites may effectively put a higher minimum on the creator’s level). Prerequisites: Certain requirements must be met in order for a character to create a psionic item. These include feats, powers, and miscellaneous requirements such as level, alignment, and race or kind. The prerequisites for creation of an item are given in the summary immediately following the item’s manifester level. A power prerequisite can be provided by a character who knows the power, or through the use of a power-completion or power-trigger psionic item or a psi-like ability that produces the desired power effect. For each day that passes during the creation process, the creator must expend one power-completion item (such as a power stone) or one charge from a powertrigger item (such as a dorje), if either of those objects is used to supply a prerequisite. It is possible for more than one character to cooperate in the creation of an item, with each participant providing one or more of the prerequisites. In some cases, cooperation may even be necessary, such as if one character knows some of the powers necessary to create an item and another character knows the rest. If two or more characters cooperate to create an item, they must agree among themselves who will be considered the creator for the purpose of determinations where the creator’s level must be known. (It’s sensible, although not mandatory, for the highest-level character involved to be considered the creator.) The character designated as the creator pays the experience points required to make the item. Typically, a list of prerequisites includes one feat and one or more powers (or some other requirement in addition to the feat). When two powers at the end of a list are separated by “or,” one of those powers is required in addition to every other power mentioned prior to the last two. Market Price: This gold piece value, given in the summary following the word “Price,” represents the price someone should expect to pay to buy the item. Market prices are also included on the random generation tables for easy reference. The market price of an item that can be constructed with a psionic item creation feat is usually equal to the base price + the price for any components (special materials or experience point expenditure). Cost to Create: The cost in gold pieces and experience points to create the item is given in the summary following the word “Cost.” This information appears only for items with components (material or experience points) that make their market prices higher than their base prices. The cost to create includes the costs derived from the base cost plus the cost of the components. Items without components do not have a “Cost” entry. For those, the market price and base price are the same. The cost in gold pieces is 1/2 the market price, and the cost in experience points is 1/25 the market price. Weight: The notational entry for many items ends with a value for the item’s weight. When a weight figure is not given, the item has no weight worth noting (for the purpose of determining how much of a load a character can carry). Psionic Armor and Shields In general, psionic armor and shields follow the rules for the equivalent magic items, as far as enhancement bonuses, stacking, and other base abilities are concerned. An enhancement bonus is treated the same way regardless of whether magic or psionics created it. Psionic armor and shields differ from standard and magical equivalents in that psionic armor and shields incorporate one or more crystals into their construction. Particularly powerful armor and shields may be entirely composed of brightly hued or transparent crystals. Special Qualities: Roll d%. An 01 result indicates the item is intelligent, an 02–31 result indicates that the command thought (if any) is psionically imprinted and whispers itself into the user’s mind on acquisition, and 32–100 indicates no special qualities. 205 EQUIPMENT ▪ Psionic Armor and Shields Intelligent items have extra abilities and sometimes also equipment into ectoplasmic form for up to 5 minutes extraordinary powers and special purposes. Substitute once per day, as the power of the same name. In this manifesting for spellcasting as required. semisolid state, the wearer gains damage reduction 10/psionics. Faint psychometabolism; ML 5th; Craft Psionic Arms Table 7-1: Psionic Armor Special Abilities and Armor, ectoplasmic form; Price +10,800 gp. Special Ability Base Price Modifier Quickness +1 bonus1 Landing +4,000 gp Floating +4,000 gp Linked +6,000 gp Power resistance (13) +2 bonus1 Ectoplasmic +10,800 gp Power resistance (15) +3 bonus1 Vanishing +3 bonus1 Mindarmor +24,000 gp Power resistance (17) +4 bonus1 Power resistance (19) +5 bonus1 1 Add to enhancement bonus to determine total market price. Floating: This kind of armor is psionically buoyant in water or a similar liquid, negating the normal penalty for wearing armor when making Swim checks. Additionally, it grants a +4 circumstance bonus on Swim checks. Faint psychoportation; ML 4th; Craft Psionic Arms and Armor, float; Price +4,000 gp. Table 7-2: Psionic Shield Special Abilities Special Ability Base Price Modifier Heartening +720 gp Ranged +1 bonus1 Linked +6,000 gp Power resistance (13) +2 bonus1 Manifester +10,800 gp Averter +12,960 gp Vanishing +3 bonus1 Power resistance (15) +3 bonus1 Wall +20,160 gp Mindarmor +24,000 gp Power resistance (17) +4 bonus1 Power resistance (19) +5 bonus1 1 Add to enhancement bonus to determine total market price. Landing: A suit of armor with this capability allows the wearer to ignore any damage dealt by the first 60 feet of a fall. Regardless of the height of a fall, the wearer always lands on her feet. Faint psychoportation; ML 4th; Craft Psionic Arms and Armor, catfall; Price +4,000 gp. Heartening: This kind of shield grants the wearer up to 5 temporary hit points per day on command. These temporary hit points fade after 4 minutes. The wearer can activate this power as an immediate action at any time. Faint psychometabolism; ML 4th; Craft Psionic Arms and Armor, vigor; Price +720 gp. Linked: This kind of armor or shield allows the wearer to form a telepathic bond with other wearers of linked armor or shields within 10 miles. This ability is otherwise similar to the mindlink power. Moderate telepathy; ML 6th; Craft Psionic Arms and Armor, mindlink; Price +6,000 gp. Manifester: This kind of shield generates 3 power points once per day that the wearer can use when manifesting a power he knows. These power points must all be used on the same power. As usual, a psionic character cannot pay a power’s cost with power points from more than one source, so the power points in the Psionic Armor and Shield shield must be used for discrete manifestations. Special Ability Descriptions Moderate clairsentience; ML 6th; Craft Psionic Arms Most psionic armor and shields have only enhancement and Armor, knowledge of any 2nd-level power; Price bonuses. Such items can also have one or more of the +10,800 gp. special abilities detailed below. Armor or a shield with a special ability must have at least a +1 enhancement Mindarmor: This kind of armor or shield grants the bonus. wearer a +3 insight bonus on Will saving throws to resist all mind-affecting and/or compulsion powers. Averter: On command, up to three times per day, any Faint psychokinesis; ML 5th; Craft Psionic Arms and creature to whom the wearer presents an averter shield Armor, empty mind; Price +24,000 gp. must succeed on a DC 14 Will save or be overcome by a powerful aversion to the wielder (actually the shield), Power Resistance: This kind of armor or shield grants and will not approach within 30 feet. This is a mind- the wearer power resistance while it is worn. The affecting compulsion effect, as the aversion power. power resistance can be 13, 15, 17, or 19, depending on Faint telepathy; ML 5th; Craft Psionic Arms and the amount that was built into the armor or shield. Armor, aversion; Price +12,960 gp. Moderate clairsentience; ML 9th; Craft Psionic Arms and Armor, power resistance; Price +2 bonus (PR 13); Ectoplasmic: As a standard action, ectoplasmic armor +3 bonus (PR 15); +4 bonus (PR 17); or +5 bonus (PR converts itself, its wearer, and all of the wearer’s 19). 206 Psionic Weapons ▪ EQUIPMENT Quickness: This kind of armor increases the wearer’s speed by 5 feet. Thus, a character whose normal speed in armor is 20 feet moves 25 feet in armor of quickness. Faint psychoportation; ML 4th; Craft Psionic Arms and Armor, burst; Price +1 bonus. Ranged: The wielder of a ranged shield can throw it in combat, with a range increment of 30 feet. While in the air, the shield is treated in all ways as a ranged weapon and cannot be blocked or grabbed except by those with appropriate feats. No matter the size of the wielder, a buckler or light shield deals 1d6 points of damage and a heavy one 1d8 points. (A tower shield cannot be created with this special ability.) The wielder’s Strength modifier and the shield’s enhancement bonus add to the base damage. A ranged shield flies through the air back to the creature that threw it. It returns to the wielder just before the creature’s next turn (and is therefore ready to use again in that turn). Catching a ranged shield when it comes back is a free action. If the wielder can’t catch it, or if the wielder has moved since throwing it, the shield drops to the ground in the square from which it was thrown. Faint psychokinesis; ML 5th; Craft Psionic Arms and Armor, far hand; Price +1 bonus. Vanishing: On command, this suit of armor or shield renders its wearer and all the wearer’s equipment invisible to the minds of others, as if he had manifested the power cloud mind. The wearer can use this ability twice per day. Faint psychokinesis; ML 5th; Craft Psionic Arms and Armor, cloud mind; Price +3 bonus. Wall: As a standard action once per day, the wielder can drop this kind of shield at his feet and command a wall of ectoplasm (as the power) to come into being, with the shield as the point of origin for the effect. This effect forms a wall whose area is up to twelve 10-foot squares or a sphere or hemisphere with a radius of up to 12 feet. The wall dissipates after 7 minutes, or sooner if the wielder of the shield reclaims it (thus dismissing the effect). Strong metacreativity; ML 12th; Craft Psionic Arms and Armor, wall of ectoplasm; Price +20,160 gp. WEAPONS Although they generally follow the rules for magic weapons, psionic weapons differ from mundane and magic weapons in their design. Most possess some crystal components, and some are composed entirely of crystal. Many also sport intricate traceries along the blade or haft, which flicker now and then as if channeling flows of psychic energy. Psionic weapons have enhancement bonuses ranging from +1 to +5. They apply these bonuses on both attack and damage rolls when used in combat. This enhancement bonus is effective for the purpose of overcoming creatures with damage resistance that are penetrated by magic. All psionic weapons are also masterwork weapons, but their masterwork bonus on attack rolls does not stack with their enhancement bonus on attack rolls. Weapons come in two basic categories: melee and ranged. Some of the weapons listed as melee weapons can also be used as ranged weapons. In this case, their enhancement bonus applies to either type of attack. In addition to enhancement bonuses, psionic weapons can also have the special abilities detailed here. A weapon with a special ability must have at least a +1 enhancement bonus. The rules for manifester level for weapons (called caster level), additional damage dice, ranged weapons and ammunition, ammunition and breakage, hardness and hit points, critical hits, and weapons for unusually-sized creatures for psionic weapons are the same as for magic weapons. Psionic weapons do not have the chance to generate light (though some may be mentally audible; see below). Mentally Audible: Fully 30% of psionic weapons telepathically mutter, croon, recite battle poems, scream, or produce other mental “noises” when first drawn, at first blood, or when they slay a significant enemy. Such a weapon cannot be concealed from creatures within 15 feet when it is drawn, nor can its mental “soundtrack” be curbed. Activation: Usually a character benefits from a psionic weapon in the same way a character benefits from a mundane weapon—by attacking with it. If a weapon has a special ability that the user needs to activate, then the user usually needs to project a command thought (a standard action). Psionic Weapons Most psionic weapons have only enhancement bonuses. They can also have the special abilities detailed here. A weapon with a special ability must have at least a +1 enhancement bonus. Table 7-3: Psionic Melee Weapon Special Abilities Special Ability Base Price Modifier Psychokinetic +1 bonus1 Dissipater +1 bonus1 Lucky +1 bonus1 Sundering +1 bonus1 Power storing +1 bonus1 Collision +2 bonus1 Mindcrusher +2 bonus1 Psychokinetic burst +2 bonus1 Psibane +2 bonus1 Manifester +16,000 gp 1 Add to enhancement bonus to determine total market price. 207 EQUIPMENT ▪ Psionic Weapons Table 7-4: Psionic Ranged Weapon Special Abilities Special Ability Base Price Modifier Teleporting +1 bonus1 Psychokinetic +1 bonus1 Collision +2 bonus1 Psychokinetic burst +2 bonus1 Psibane +2 bonus1 Manifester +16,000 gp 1 Add to enhancement bonus to determine total market price. Power Storing: A power-storing weapon allows a manifester to store a single targeted power of up to 5 power points in the weapon. (The power must have a manifesting time of 1 standard action.) Any time the weapon strikes a creature and the creature takes damage from it, the weapon can immediately manifest the power on that creature as a swift action if the wielder desires. (This ability is an exception to the rule that manifesting a power from an item takes at least as long as manifesting that power normally.) Once the power is manifested, the weapon is empty, and a manifester can imbed any other targeted power of up to 5 power points into it. The weapon telepathically whispers to the wearer the name of the power currently stored within it. A randomly generated power storing weapon has a 50% chance to have a power stored in it already. Strong psychokinesis; ML 12th; Craft Psionic Arms and Armor, creator must be a manifester of at least 12th level; Price +1 bonus. Collision: Collision weapons psionically increase their own mass at the end point of each swing or shot. Such weapons deal an extra 5 points of damage on each successful strike, in addition to the weapon’s enhancement bonus. Bows, crossbows, and slings bestow the extra damage upon their ammunition. Moderate metacreativity; ML 10th; Craft Psionic Arms and Armor, matter manipulation; Price +2 bonus. Psibane: A psibane weapon is crafted to oppose psionic beings. When used against such creatures, Dissipater: This kind of weapon is devastating to creatures its effective enhancement bonus is 2 higher than its and objects composed of or originally formed from actual enhancement bonus. It deals an extra 2d6 points ectoplasm (such as astral constructs, walls of ectoplasm, of damage against psionic opponents. It bestows one creatures in ectoplasmic form, and items created using the negative level on any psionic creature attempting to metacreativity discipline). Against qualifying targets, a wield it. This negative level remains as long as the dissipater weapon ignores damage reduction and hardness, weapon is in hand and disappears when the weapon is and treats all successful hits as critical hits. no longer wielded. This negative level never results in Strong metacreativity; ML 12th; Craft Psionic Arms and actual level loss, but it cannot be overcome in any way Armor, dismiss ectoplasm; Price +1 bonus. while the weapon is wielded. Psibane bows, crossbows, and slings bestow this ability upon their ammunition. Lucky: A lucky weapon offers a second chance at Strong clairsentience; ML 15th; Craft Psionic Arms success. Once per day, the wielder can reroll a failed attack roll (whether a single attack or one in a series of and Armor, bend reality; Price +2 bonus. multiple attacks) as a free action. The rerolled attack Psychokinetic: Upon command, a psychokinetic uses the same bonuses or penalties as the missed roll. Moderate clairsentience; ML 8th; Craft Psionic Arms weapon glows from the inside with lethal psionic energy. The energy does not harm the hands that hold and Armor, fate of one; Price +1 bonus. the weapon. Such a weapon deals an extra 1d4 points Manifester: This kind of weapon generates 5 power of damage on a successful hit. This extra damage is points once per day that the wearer can use when ectoplasmic in nature and is not affected by damage manifesting a power he knows. These power points reduction. Bows, crossbows, and slings bestow this must all be used on the same power. As usual, a psionic ability upon their ammunition. character cannot pay a power’s cost with power points Moderate psychokinesis; ML 10th; Craft Psionic Arms from more than one source, so the power points in the and Armor, concussion blast; Price +1 bonus. shield must be used for discrete manifestations. Moderate clairsentience; ML 8th; Craft Psionic Arms Psychokinetic Burst: This weapon functions as a and Armor, knowledge of any 3rd-level power; Price psychokinetic weapon that also releases a blast of destructive psionic energy upon scoring a successful +16,000 gp. critical hit. In addition to the extra damage of the Mindcrusher: Any psionic creature struck in combat by psychokinetic ability (see above), a psychokinetic a mindcrusher weapon loses a number of power points burst weapon deals an extra 1d6 points of damage on a equal to half the amount of hit point damage the weapon successful critical hit. If the weapon’s critical multiplier deals (only the base damage of the weapon contributes is x3, add 2d6 points of extra damage instead, and if to the power point loss; additional damage from high the multiplier is x4, add 3d6 points of extra damage. Strength or other sources does not cause additional This extra damage is ectoplasmic in nature and is not power point loss). A psionic creature that is out of power affected by damage reduction. Bows, crossbows, and points (or has none) must succeed on a DC 17 Will save slings bestow this ability upon their ammunition. or take 1d2 points of Wisdom damage. Strong psychokinesis; ML 12th; Craft Psionic Arms Strong psychometabolism; ML 12th; Craft Psionic Arms and Armor, concussion blast; Price +2 bonus. and Armor, psychic vampire; Price +2 bonus. 208 Cognizance Crystals ▪ EQUIPMENT Sundering: This kind of weapon allows a wielder to Faint to strong psychokinesis; ML equal to maximum attack opponents’ weapons as if he had the Improved power point storage; Craft Cognizance Crystal; Weight Sunder feat. 1 pound. Faint metacreativity; ML 5th; Craft Psionic Arms and Armor, Great Sunder, metaphysical weapon; Price +1 Dorjes bonus. A dorje is a slender crystal that contains a single power. Teleporting: This ability can be imbedded only in Each dorje has 50 charges when created, and each weapons that can be thrown. A teleporting weapon charge expended allows one use of that power. A dorje returns through the Astral Plane to the creature that that runs out of charges is just a simple crystal. threw it. It teleports into the throwing creature’s empty Physical Description: A typical dorje is an elongated hand in the round following the round when it was crystal of one color (or colorless), between 8 inches thrown, just before that creature’s turn. It is therefore and 10 inches long and about 1/2 inch thick, which can weigh up to 1/4 pound. Occasionally, a dorje is ready to use again on that turn. Faint psychoportation; ML 5th; Craft Psionic Arms and decorated with carvings or inscribed runes along a face of the crystal. A typical dorje has AC 7, 7 hit points, a Armor, psionic dimension door; Price +1 bonus. hardness of 8, and a break DC of 18. Activation: Dorjes use the power trigger activation Cognizance Crystals method, so manifesting a power from a dorje is Cognizance crystals store power points that psionic usually a standard action that does not provoke attacks characters can use to pay for manifesting their powers. of opportunity. (If the power being manifested has Physical Description: A cognizance crystal consists of a manifesting time longer than 1 standard action, a core crystal and two or three smaller crystals arranged however, it takes that long to manifest the power from in specific positions around it on strands of silver wire. a dorje.) The user must have the power on his class list, The crystals give off a faint glow. A typical cognizance even if he knows the command thought. Additionally, crystal weighs approximately 1 pound, has AC 7, 10 hit to activate a dorje, a character must hold it in hand and points, a hardness of 8, and a break DC of 16. point it in the general direction of the target or area to Activation: The user must merely hold or have a be affected. crystal on her person for a period of at least 10 minutes Dorjes are normally created at the minimum (which is long enough to attune oneself to the crystal). manifester level required to manifest the power, and Thereafter, the owner can use power points stored in powers that can be augmented are not augmented when the crystal to manifest powers she knows. stored in a dorje. A dorje’s wielder cannot augment the The maximum number of points a cognizance power contained within the dorje. However, dorjes can crystal can store is always an odd number and is never be created at a higher manifester level than required to more than 17. It can store only as many power points manifest the power. In this case, the dorje that holds as its original maximum, set at the time of its creation. an augmentable power is augmented, to the limit of When a cognizance crystal’s power points are used up, the manifester level and the power’s augmentation the glow of the crystal dims. However, the user can maximums, if any. The manifester level of a dorje recharge it by paying power points on a 1-for-1 basis. cannot be more than five higher than the minimum While doing this depletes the user’s own power point manifester level to use the power it contains. reserve for the day, those power points remain available in the cognizance crystal until used. Table 7-6: Dorjes A user cannot directly replenish her personal Power Level1 Market Price2 power points from those stored in a cognizance crystal, 750 gp nor can she draw power points from more than one 1st 4,500 gp source to manifest a power. See Using Stored Power 2nd Points for more information. 3rd 11,250 gp 4th 21,000 gp Table 7-5: Cognizance Crystals 5th 33,750 gp Maximum Power Point Storage Market Price 6th 49,500 gp 1 1,000 gp 7th 68,250 gp 3 4,000 gp 8th 90,000 gp 5 9,000 gp 9th 114,750 gp 7 16,000 gp 1 Some dorjes have higher manifester levels than the minimum power level, which give them 9 25,000 gp commensurately higher costs. 11 36,000 gp 2 Any dorje that stores a power with an experience 13 49,000 gp point cost also has an XP cost in addition to that 15 64,000 gp noted here. 17 81,000 gp 209 EQUIPMENT ▪ Power Stones Power Stones A power stone stores a power (or collection of powers). A stored power can be used only once, “flushing” the stone. Using a power stone is basically like manifesting a power. Physical Description: A power stone is a thumb-sized chunk of crystal that possesses a barely detectable interior glow if it holds a low-level power. A stone imprinted with more than one power or a higherlevel power glows more brightly, but never enough to provide illumination in its own right. A typical power stone has AC 7, 5 hit points, a hardness of 8, and a break DC of 20. Activation: To activate a power stone, a manifester must mentally address it, as described below. Once the power is known, the power stone is treated as a power completion item, except as noted below. Addressing the Stone: A power stone must be “addressed” before a character can use it or know exactly what power it contains. Doing this requires a successful Psicraft check (DC 15 + power level). Once a particular power stone has been addressed, it is not necessary to do so again. Addressing a power stone in advance lets a character proceed directly to the next step when the time comes to use it. Using a stone’s stored power after addressing the stone requires holding the stone and willing the power’s manifestation, as if manifesting a power normally (a standard action). Activating a power stone is subject to disruption just as manifesting a power normally would be. Additionally, the user must meet the following requirements: • The user must have the power on his or her class list. • The user must have the requisite key ability score. If the user meets these requirements and has a manifester level at least equal to the power’s manifester level, she can automatically manifest the stored power without a check. If she meets both requirements but her own level is lower than the power stone’s manifester level, she has to make a manifester level check (1d20 + user’s level), against a DC equal to the power stone’s manifester level +1, to manifest the power successfully. On a failure, the user must succeed on a DC 5 Wisdom check to avoid brainburn (see below). A natural roll of 1 on this check is always a failure. Determine Effect: A power successfully manifested from a power stone works exactly as if manifested normally. Assume the power stone’s manifester level is always the minimum level required to manifest the power for the character who imprinted the stone, unless the creator specifically desires otherwise. A power stone’s glow fades when its stored power is flushed. Brainburn: When something goes awry, the user of a power stone improperly manifests the stored power. The resultant psionic surge persists for 1d4 rounds, unless the power stone is flung farther than 100 feet away or is destroyed. This surge deals 1d6 points of damage per power stored per round and arcs across 210 multiple targets, similar to energy current, except the damage type isn’t specified. The user is the primary target, and one nearby ally is the secondary target (chosen at random). The manifester level for a standard power stone is the minimum manifester level needed to manifest the power (unless otherwise specified). Table 7-7: Power Stone Levels Power Level Market Price1 1st 25 gp 2nd 150 gp 3rd 375 gp 4th 700 gp 5th 1,125 gp 6th 1,650 gp 7th2 2,275 gp 8th2 3,000 gp 2 9th 3,825 gp 1 Any power stone that has an imprinted power with an experience point cost also has an XP cost in addition to that noted here. 2 The maximum level for a psychic warrior power stone is 6th. Psicrowns A psicrown is a special headband that stores several powers. Unlike dorjes, which can contain a wide variety of powers, each psicrown is of a certain kind and holds specific powers. Unless otherwise stated, a psicrown has power points equal to 50 x its manifester level when created. These power points can be spent only on the powers that are contained in the psicrown. Physical Description: A typical psicrown is large enough to fit on the head of a Medium creature. Some psicrowns are actually crownlike and heavily adorned, while others are simple headbands with crystal centerpieces. All psicrowns weigh less than 1 pound. Most psicrowns are metallic, but one could potentially be composed of any material. Metallic psicrowns have AC 10, 10 hit points, hardness 8, and a break DC of 28. Psicrowns made of psionically reinforced silk have AC 7, 10 hit points, hardness 2, and a break DC of 24. Psicrowns can be made from other, more exotic materials, but all have at least the strength and durability of psicrowns made of psionically reinforced silk. Activation: Psicrowns use the power trigger activation method, so manifesting a power from a psicrown is usually a standard action that does not provoke attacks of opportunity. (If the power being manifested, however, has a longer manifesting time than 1 standard action, it takes that long to manifest the power from a psicrown.) When activating a psicrown, the user spends power points contained in the psicrown on any one of the psicrown’s powers. Powers activated from a psicrown can be augmented with additional power points from the psicrown itself, so long as the total number of power points spent does not exceed the user’s manifester level. The user can’t manifest a power from a psicrown using his own power points. Psionic Tattoos ▪ EQUIPMENT Table 7-8: Psicrowns Psicrown Dominator Cautious warrior Beast Fiery ruin Market Price 20,250 gp 32,063 gp 33,750 gp 67,500 gp Psicrown Descriptions Psicrowns have immense utility because they pack so many capabilities into one item and because they use the wearer’s ability score and relevant feats to set the DC for saves against their powers. Unlike with other sorts of psionic items, the wearer can use his manifester level when activating the power of a psicrown if it’s higher than the manifester level of the psicrown. The minimum manifester level of a psicrown is 8th. The manifester level of a psicrown cannot be more than five levels higher than the minimum manifester level for the highest-level power in the psicrown. Standard psicrowns are described below. Beast: This psicrown has 450 power points. It is made from a prickly collection of bear claws and snake fangs. It allows use of the following powers: • Claw of energy • Duodimensional claw • Prevenom • Psionic pounce • Truevenom Moderate psychometabolism; ML 9th; Craft Psicrown, claw of energy, duodimensional claw, prevenom, psionic lion’s charge, truevenom; Price 33,750 gp. Cautious Warrior: This psicrown has 450 power points. It is made from a shining iron alloy, similar to the material of a metallic shield. It allows use of the following powers: • Adapt body • Body adjustment • Precognition, defensive • Inertial barrier Moderate psychometabolism; ML 9th; Craft Psicrown, adapt body, body adjustment, defensive precognition, inertial barrier; Price 32,063 gp. Dominator: This psicrown has 450 power points. It is made from gray iron and is shaped into an intricately fluted crown. It allows use of the following powers: • Charm, psionic • Dominate, psionic • Suggestion, psionic Moderate telepathy; ML 9th; Craft Psicrown, psionic charm, psionic dominate, psionic suggestion; Price 20,250 gp. Fiery Ruin: This psicrown has 750 power points. It is made from reddish iron and is shaped into a twisted circlet studded with reddish crystals. It allows use of the following powers: • Energy ball • Energy cone • Energy missile • Energy stun • Fiery discorporation Strong psychokinesis; ML 15th; Craft Psicrown, energy ball, energy cone, energy missile, energy stun, fiery discorporation; Price 67,500 gp. Psionic Tattoos Psionic tattoos are designs scribed on the skin that manifest powers on their wearers. The wearer doesn’t get to make any decisions about the tattoo’s effect—the manifester who scribed it has already done so. Psionic tattoos can vary in size, but a creature can wear only a total of twenty tattoos at one time— attempting to add one more than this maximum causes all previously scribed tattoos to simultaneously activate. A psionic tattoo fades away after use. Physical Description: A typical psionic tattoo is a colorful pattern of tiny, interlacing lines within a larger design. This design can be as simple as a circle or a star, or as complex as an artist wishes to make it. Once it is scribed, a tattoo’s design does not change. A psionic tattoo usually covers an area of skin no more than 5 inches in diameter (larger ones could be designed, but would have no added effect). Scribing and Transferring Tattoos: The manifester level of a psionic tattoo is the minimum level required to manifest the scribed power. A psionic tattoo can contain only powers of 3rd level or lower. A psionic tattoo inscribed on a wearer is potentially more mobile than a mundane tattoo. As a standard action, the wearer can will the tattoo to move to a different part of his body or onto the skin of any willing (or unconscious) living creature he touches. If the wearer of a psionic tattoo is rendered unconscious or is slain, another sentient creature can touch the tattoo while willing it to leave the previous wearer and apply itself to the new creature as a standard action. Psionic tattoos cannot overlay one another. Identifying Psionic Tattoos: In addition to the standard methods of identification, the wearer of a tattoo can concentrate on it and attempt to gain some sense of how it would feel if activated. A successful DC 13 Intelligence check provides a hint to the tattoo’s effect. Activation: A psionic tattoo produces its effect when touched by its wearer and willed to do so. This activity, called “tapping” the tattoo, is a standard action that provokes attacks of opportunity. A psionic tattoo fades away after use. The following rules govern the use of psionic tattoos: • A creature must have an appropriate physical surface on which to scribe the pattern (thus, incorporeal creatures or creatures with impermanent flesh, such as fire elementals, cannot use psionic tattoos). • Tapping a psionic tattoo provokes attacks of opportunity. A successful attack (including grappling attacks) against the wearer forces a Concentration check. A wearer who fails this check cannot concentrate effectively on the tattoo to use it. The tattoo remains untapped, and the wearer can make another attempt. 211 EQUIPMENT ▪ Universal Items • A character can trigger the effects of another’s psionic tattoo if the other wearer is unconscious. It is a fullround action to find, touch, and concentrate on an unconscious creature’s tattoo in order to tap it. The manifester level for a standard psionic tattoo is the minimum manifester level needed to manifest the power (unless otherwise specified). Table 7-9: Psionic Tattoos Power Level Market Price 1st 50 gp 2nd 300 gp 3rd 750 gp Universal Items This is a catchall category for any psionic item that doesn’t fall into the other groups. Anyone can use a universal item (unless specified otherwise in the description). Physical Description: Varies. Activation: Usually command thought, but details vary from item to item. Table 7-10: Universal Items Item Shard (+1, any one skill) Shard (+2, any one skill) Shard (+3, any one skill) Shard (+4, any one skill) Shard (+5, any one skill) Pearl, brain lock Shard (+6, any one skill) Shard (+7, any one skill) Boots of stomping Shard (+8, any one skill) Pearl, breath crisis Shard (+9, any one skill) Boots of landing Psionic restraints, lesser Shard (+10, any one skill) Crystal mask of knowledge Crystal mask of languages Eyes of expanded vision Mirror of suggestion Psionic restraints, average Torc of free will Boots of skating Psionatrix of clairsentience Psionatrix of metacreativity Psionatrix of psychokinesis Psionatrix of psychometabolism Psionatrix of psychoportation Psionatrix of telepathy Third eye penetrate Crystal mask of detection Crystal mask of discernment 212 Market Price 10 gp 40 gp 90 gp 160 gp 250 gp 300 gp 360 gp 490 gp 600 gp 640 gp 750 gp 810 gp 1,000 gp 1,000 gp 1,000 gp 2,500 gp 2,500 gp 3,000 gp 3,600 gp 6,000 gp 6,000 gp 7,000 gp 8,000 gp 8,000 gp 8,000 gp 8,000 gp 8,000 gp 8,000 gp 8,000 gp 10,000 gp 10,000 gp Crystal mask of dread Crystal mask of psionic craft Ring of self-sufficiency Skin of nimbleness Third eye aware Third eye concentrate Third eye gather Crystal mask of mindarmor Psionic restraints, greater Torc of leech freedom Gloves of titan’s grip Skin of the claw Amulet of catapsi Skin of the chameleon Crystal mask of insightful detection Psionic restraints, damping Third eye sense Skin of the defender Third eye repudiate Skin of fiery response Skin of the troll Skin of the hero Skin of the spider Skin of proteus Skin of iron Skin of the psion 10,000 gp 10,000 gp 10,000 gp 10,000 gp 10,000 gp 10,000 gp 10,000 gp 10,667 gp 12,000 gp 12,000 gp 14,000 gp 16,000 gp 16,200 gp 18,000 gp 20,250 gp 24,000 gp 24,000 gp 32,000 gp 43,200 gp 60,000 gp 61,200 gp 77,500 gp 79,080 gp 84,000 gp 129,600 gp 151,000 gp Universal Item Descriptions Universal items can be configured to do just about anything. Standard universal items are described below. Amulet of Catapsi: This copper amulet aids the wearer against other psionic characters. Once per day, the wearer can mentally command the catapsi power, which blankets a 30- foot-radius area surrounding the wearer in telepathic noise for 9 rounds. Each time other psionic characters within this range attempt to manifest a power, they must succeed on a DC 17 Will save or pay 4 more points than they otherwise would for each power manifestation. The limit on the number of power points a subject can spend on a power remains in effect, so the subject may not be able to manifest his or her highest-level powers. Moderate telepathy; ML 9th; Craft Universal Item, catapsi; Price 16,200 gp. Boots of Landing: These boots allow the wearer to recover instantly from a fall and can absorb some damage from falling once per day. The wearer lands on her feet no matter how far she falls, and takes 2 fewer dice of damage from the fall than normal. Faint psychoportation; ML 2nd; Craft Universal Item, catfall; Price 1,000 gp; Weight 1 lb. Boots of Skating: These boots allow the wearer to slide along the ground at will as if using the skate power. Faint psychoportation; ML 1st; Craft Universal Item, skate; Price 7,000 gp; Weight 1 lb. Universal Items ▪ EQUIPMENT Boots of Stomping: These boots allow the wearer to use stomp as the power three times per day (Reflex save DC 13) when the wearer stomps her feet. Faint psychokinesis; ML 3rd; Craft Universal Item, stomp; Price 600 gp; Weight 1 lb. Crystal Masks: Each of the various types of crystal masks fits over the face of any Medium or Small humanoid, with slits for eyes and nostrils. The mask is transparent, although it distorts the wearer’s features. Leather straps attached to small holes on the sides of a mask enable the owner to affix the mask to his face. Crystal masks confer special abilities or improved skills on their wearers. A crystal mask is treated as eyewear or goggles for the purpose of determining which items can be worn on the body. Crystal Mask of Detection: The wearer of a crystal mask of detection can make Search checks with a +10 competence bonus. Moderate clairsentience; ML 7th; Craft Universal Item, creator must have 10 ranks in Search; Price 10,000 gp; Weight 1/2 lb. Crystal Mask of Discernment: The wearer of a crystal mask of discernment can make Sense Motive checks with a +10 insight bonus. Moderate clairsentience; ML 7th; Craft Universal Item, creator must have 10 ranks in Sense Motive; Price 10,000 gp; Weight 1/2 lb. Crystal Mask of Dread: The wearer of a crystal mask of dread can attempt to frighten other beings to her will. The wearer makes all Intimidate checks with a +10 competence bonus. Moderate clairsentience; ML 7th; Craft Universal Item, creator must have 10 ranks in Intimidate; Price 10,000 gp; Weight 1/2 lb. Crystal Mask of Insightful Detection: The wearer of a crystal mask of insightful detection can make Search checks and Spot checks with a +9 insight bonus. Moderate clairsentience; ML 7th; Craft Universal Item, creator must have 9 ranks in both Search and Spot; Price 20,250 gp; Weight 1/2 lb. Crystal Mask of Knowledge: Each of the various crystal masks of knowledge grants the wearer a +5 competence bonus on a specific type of Knowledge check. Faint clairsentience; ML 3rd; Craft Universal Item, creator must have 5 ranks in the Knowledge skill of the appropriate type; Price 2,500 gp; Weight 1/2 lb. Crystal Mask of Languages: Each of the various crystal masks of language grants the wearer the ability to speak and write five different languages. Faint clairsentience; ML 3rd; Craft Universal Item, creator must have the Speak Language skill for each of five languages; Price 2,500 gp; Weight 1/2 lb. Crystal Mask of Mindarmor: A crystal mask of mindarmor grants the wearer a +4 insight bonus on all Will saving throws. Faint telepathy; ML 5th; Craft Universal Item, conceal thoughts; Price 10,667 gp; Weight 1/2 lb. Crystal Mask of Psionic Craft: The wearer of a crystal mask of psionic craft makes all Psicraft checks with a +10 competence bonus. Moderate clairsentience; ML 7th; Craft Universal Item, creator must have 10 ranks in Psicraft; Price 10,000 gp; Weight 1/2 lb. Eyes of Expanded Vision: These crystal lenses fit over the user’s eyes to expand his field of vision. Flanking opponents gain only a +1 bonus when attacking the user instead of +2 (rogues still get their full sneak attack damage because the wearer is still flanked). The wearer gains a +1 enhancement bonus on Spot checks but takes a –2 penalty on saves against gaze attacks. Faint clairsentience; ML 1st; Craft Universal Item, ubiquitous vision; Price 3,000 gp. Gloves of Titan’s Grip: While wearing these oversized gloves, the user gains a +8 enhancement bonus on grapple checks. The power is activated when the user enters a grapple. The enhancement bonus lasts for a maximum of 7 rounds per use, up to three uses per day. Moderate psychometabolism; ML 9th; Craft Universal Item, grip of iron; Price 14,000 gp. Mirror of Suggestion: This small hand mirror manifests its power up to twice per day against creatures that see their reflections within it, as a gaze attack with a range of 30 feet. Potential victims can attempt to avert their eyes or look away as they would from a normal gaze attack. A creature meeting its own gaze in the mirror must succeed on a DC 13 Will save or be affected by a suggestion chosen by the mirror’s wielder. Because the mirror is small, only a single creature can meet its own gaze each round. The wielder of the mirror is not affected by seeing herself. Faint telepathy; ML 3rd; Craft Universal Item, psionic suggestion; Price 3,600 gp; Weight 1/2 lb. Pearl, Brain Lock: This tiny pearly sphere speeds toward its target when hurled by its owner. He can hurl the pearl at any target within 130 feet that he can see and to which he has line of effect. If the target fails a DC 13 Will saving throw, the pearl seems to impact and then enter the flesh of the target. The target stands mentally paralyzed, as if by brain lock, for 3 rounds. The use destroys the item. Faint telepathy: ML 3rd; Craft Universal Item, brain lock; Price 300 gp. Pearl, Breath Crisis: This tiny pearly sphere speeds toward its target when hurled by its owner. He can hurl the pearl at any target within 150 feet that he can see and to which he has line of effect. If the target fails a DC 14 Will saving throw, the pearl seems to impact and then enter the flesh of the target. The target is affected as if by crisis of breath for 5 minutes. The use destroys the item. Faint telepathy; ML 5th; Craft Universal Item, crisis of breath; Price 750 gp. Psionatrix: Each of these multifaceted crystals is worn as an amulet. Unless noted otherwise, a psionatrix adds a +1 enhancement bonus to the save DC when the wearer uses powers of the discipline to which the psionatrix is keyed. Psionatrix of clairsentience: Blue light glimmers in this crystal’s heart. Moderate clairsentience; ML 8th; Craft Universal Item, creator must be a seer; Price 8,000 gp. 213 EQUIPMENT ▪ Universal Items Psionatrix of metacreativity: Green light glimmers in this crystal’s heart. Moderate metacreativity; ML 8th; Craft Universal Item, creator must be a shaper; Price 8,000 gp. Psionatrix of psychokinesis: Red light glimmers in this crystal’s heart. Moderate psychokinesis; ML 8th; Craft Universal Item, creator must be a kineticist; Price 8,000 gp. Psionatrix of psychometabolism: Violet light glimmers in this crystal’s heart. Moderate psychometabolism; ML 8th; Craft Universal Item, creator must be an egoist; Price 8,000 gp. Psionatrix of psychoportation: Yellow-red light glimmers in this crystal’s heart. Moderate psychoportation; ML 8th; Craft Universal Item, creator must be a nomad; Price 8,000 gp. Psionatrix of telepathy: Piercing yellow light shines from this crystal’s heart. Moderate telepathy; ML 8th; Craft Universal Item, creator must be a telepath; Price 8,000 gp. Psionic Restraints: Each of the various psionic restraints is an iron cuff that cunningly locks around the wrist (DC 27 Open Lock check). The cuff limits the total number of power points a psionic creature wearing it can use in 1 round (regardless of the creature’s total power point reserve), or completely damps the ability to use psionics. All types of psionic restraints prevent the free manifesting of powers. Restraint Type Lesser Average Greater Damping Allowed Power Points/Round 5 3 1 0 Market Price 1,000 gp 6,000 gp 12,000 gp 24,000 gp Strong psychokinesis; ML 16th; Craft Universal Item, bend reality, dispel psionics; Weight 1 lb. Psychoactive Skins: Psychoactive skins (also sometimes called ectoshells) are fist-sized globs of psionically charged ectoplasm. As a standard action, a psychoactive skin spreads over and covers a Medium or smaller creature that projects the proper command thought; the same command thought causes the skin to shrink back down to its former size. Each of the various psychoactive skins is charged with one of a wide array of powers that constantly affect the wearer. A deployed skin completely covers the wearer and all his equipment like a second skin, allowing the wearer to see, hear, and breathe normally. It rolls away from various parts of the body as needed, such as when the wearer needs to eat or access a backpack. Held items or items specifically excluded are not covered by a psychoactive skin. Up to three skins can be worn simultaneously, although only the outermost is active in any given round (the powers of hidden skins cannot be manifested). Skin layers can be changed with a command thought as a standard action, which causes a lower-layer skin to come to the surface. 214 Skin of the Chameleon: This psychoactive skin adjusts to surrounding textures and colors, continually granting the wearer a +10 enhancement bonus on Hide checks. Faint psychometabolism; ML 3rd; Craft Universal Item, chameleon; Price 18,000 gp; Weight 2 lb. Skin of the Claw: This psychoactive skin benefits only a wearer who has levels in psychic warrior. If such a character wears this skin, he can activate the claws of the beast power at will, as a free action that does not provoke attacks of opportunity. He can also dismiss the claws equally quickly. Faint psychometabolism; ML 4th; Craft Universal Item, claws of the beast; Price 16,000 gp; Weight 2 lb. Skin of the Defender: This psychoactive skin continually grants the wearer a +4 bonus to natural armor. Faint psychometabolism; ML 5th; Craft Universal Item, thicken skin; Price 32,000 gp; Weight 2 lb. Skin of Fiery Response: This psychoactive skin answers the first attack made against the wearer in each round with an automatically manifested and targeted “ectoburst” against the attacker. The burst ejects from the skin on the wearer’s turn, making a ranged touch attack as described in the energy retort power, but the energy type chosen is always fire. If the attack hits, the target takes 2d6 points of fire damage as the ectoburst flames up and is consumed. This attack does not in any way hinder the wearer, count against her total actions for the round, or provoke attacks of opportunity. Faint psychokinesis; ML 5th; Craft Universal Item, energy retort; Price 60,000 gp; Weight 2 lb. Skin of the Hero: This psychoactive skin continually grants the wearer a +3 deflection bonus to Armor Class, a +3 resistance bonus on all saving throws, and a +3 enhancement bonus on attack rolls. Strong psychometabolism; ML 18th; Craft Universal Item, bend reality; Price 77,500 gp; Weight 2 lb. Skin of Iron: This psychoactive skin affects the wearer as the psionic iron body power up to three times per day for 15 minutes with each use. When the skin’s power is not active, it has no protective qualities. Activating the psionic iron body effect is a standard action that provokes attacks of opportunity. Strong metacreativity; ML 15th; Craft Universal Item, psionic iron body; Price 129,600 gp; Weight 2 lb. Skin of Nimbleness: This psychoactive skin continually grants the wearer a +10 competence bonus on Tumble checks. Moderate psychometabolism; ML 8th; Craft Universal Item, creator must have 10 ranks in Tumble; Price 10,000 gp; Weight 2 lb. Skin of Proteus: This psychoactive skin continually affects the wearer as the metamorphosis power. While in a form other than his natural form, the wearer does not appear to be wearing the skin. Moderate psychometabolism; ML 7th; Craft Universal Item, metamorphosis; Price 84,000 gp; Weight 2 lb. Skin of the Psion: This psychoactive skin grants the wearer 7 bonus power points per day and power resistance 21. Strong clairsentience; ML 17th; Craft Universal Item, power resistance; Price 151,000 gp; Weight 2 lb. Skin of the Spider: This psychoactive skin continually grants the wearer a +20 competence bonus on Climb Universal Items ▪ EQUIPMENT checks and continually affects the wearer as the body equilibrium power. Three times per day, the wearer can manifest entangling ectoplasm against a target within 30 feet. Faint psychometabolism; ML 3rd; Craft Universal Item, creator must have 10 ranks in Climb, body equilibrium, entangling ectoplasm; Price 79,080 gp; Weight 2 lb. Skin of the Troll: This psychoactive skin continually allows a living wearer to heal more quickly. The wearer heals 5 points of damage per minute. Except for the slower rate of healing, this skin affects its wearer as if the wearer were under the effect of a continual true metabolism power. Strong psychometabolism; ML 17th; Craft Universal Item, true metabolism; Price 61,200 gp; Weight 2 lb. Ring of Self-Sufficiency: This crystalline ring continually grants the wearer a +10 competence bonus on Autohypnosis checks. Moderate psychometabolism; ML 7th; Craft Universal Item, creator must have 10 ranks in Autohypnosis; Price 10,000 gp. Shards: These universal items are tiny fragments of cast-off crystal imprinted with minuscule bits of psionic power. Using a shard requires grasping it and projecting a command thought as a standard action (most shards telepathically whisper their command word into the minds of living creatures who handle them). A shard grants a temporary competence bonus on one specific skill, ranging from +1 to +10. The granted bonus lasts until the skill is used or 10 rounds pass, whichever comes first. Once its effect is activated, a shard disintegrates immediately, whether or not the bonus granted by the shard is eventually used. Moderate psychometabolism; ML 7th; Craft Universal Item, creator must have ranks in the specified skill at least equal to the imprinted bonus; Price 10 gp (+1), 40 gp (+2), 90 gp (+3), 160 gp (+4), 250 gp (+5), 360 gp (+6), 490 gp (+7), 640 gp (+8), 810 gp (+9), or 1,000 gp (+10). Third Eyes: These objects appear as small crystals, always with at least one wide, flat facet, and contain a variety of powers. When the owner uses the proper command thought, the crystal adheres to the center of his forehead (the same command thought causes the third eye to disengage). Only one third eye can be worn at a time. A third eye is treated as eyewear or goggles for the purpose of determining which items can be worn on the body. Aware: This kind of third eye continually grants the wearer a +10 competence bonus on Spot checks. Moderate clairsentience; ML 7th; Craft Universal Item, creator must have 10 ranks in Spot; Price 10,000 gp. Conceal: While worn, a third eye conceal protects the wearer from view by all devices, powers, and spells that detect, influence, or read emotions or thoughts. This power protects against all mind-affecting powers and effects as well as information-gathering by clairsentience powers or effects (except for metafaculty); this item affects the wearer as if he enjoyed the benefit of the psionic mind blank power. Strong telepathy; ML 15th; Craft Universal Item, psionic mind blank; Price 120,000 gp. Concentrate: This kind of third eye continually grants the wearer a +10 competence bonus on Concentration checks. Moderate telepathy; ML 7th; Craft Universal Item, creator must have 10 ranks in Concentration; Price 10,000 gp. Gather: This kind of third eye continually grants the wearer a +10 competence bonus on Gather Information checks. Moderate clairsentience; ML 7th; Craft Universal Item, creator must have 10 ranks in Gather Information; Price 10,000 gp. Penetrate: While worn, a third eye penetrate grants the wearer a +2 bonus on manifester level checks to overcome a creature’s power resistance. Strong clairsentience; ML 15th; Craft Universal Item, bend reality; Price 8,000 gp. Torc of Free Will: This item is a band inlaid with precious metal, worn around the neck or upper arm. The wearer of a torc of free will is not affected by the brain lock power or items that produce brain lock effects (such as crystal anchors). A torc is treated as an amulet for the purpose of determining which items can be worn on the body. Faint telepathy; ML 3rd; Craft Universal Item, brain lock; Price 6,000 gp; Weight 2 lb. Torc of Leech Freedom: This item is a band inlaid with precious metal, worn around the neck or upper arm. The wearer of a torc of leech freedom automatically resists up to two uses of power leech against him per day. A torc is treated as an amulet for the purpose of determining which items can be worn on the body. Faint telepathy; ML 5th; Craft Universal Item, power leech; Price 12,000 gp; Weight 2 lb. Creating Psionic Items To calculate the costs involved in creating a psionic item, refer to Creating Magic Items. Although that information deals with magic items, the price formulas presented there are identical to those for psionic items. Creating psionic armor and psionic weapons is almost identical to the requirements for creating magic armor and magic weapons. Creating Dorjes To create a dorje, a character needs a small supply of materials, the most obvious being a chunk of crystal or the crystal shards of the dorje to be carved from or assembled. The cost of the materials is subsumed in the cost of creating the dorje—375 gp x the level of the power x the level of the manifester. Dorjes are always fully charged (50 charges) when created. If an augmentable power is incorporated into a dorje at a higher manifester level than the minimum level required to manifest the power, each discharge of the power from the dorje is augmented to the limit of that higher manifester level. Alternatively, if you want to have a higher manifester level in the dorje, you must pay for the dorje as if the power was one level higher for each additional two manifester levels you want. 215 EQUIPMENT ▪ Creating Psionic Items The creator must know the power or powers to be imprinted in the dorje (or must have the power available in some other form). If manifesting the power would reduce the manifester’s experience point total, she pays the cost (multiplied by 50) upon beginning the dorje in addition to the experience point cost for making the dorje itself. The act of working on the dorje costs a number of power points per day equal to the power point cost of the power that is being embedded in the crystal of the dorje. Crafting a dorje requires one day for each 1,000 gp of the base price. Item Creation Feat Required: Craft Dorje. Creating Power Stones To create a power stone, a character needs a supply of incense and fine etching tools, the cost of which is subsumed in the cost of encoding the power stone—12.5 gp x the level of the power x the level of the manifester. All materials used to imprint a power stone must be fresh and unused. A character must pay the full cost for encoding each power stone no matter how many times she previously has imprinted the same power. The creator must know the power or powers to be imprinted in the power stone (or must have the power available in some other form). If manifesting the power would reduce the manifester’s experience point total, she pays the cost upon beginning the power stone in addition to the experience point cost for making the power stone itself. The act of encoding triggers the power as if it had been manifested, costing the character an appropriate number of power points. Encoding a power stone requires one day for each 1,000 gp of the base price. Item Creation Feat Required: Imprint Stone. Creating Psicrowns To create a psicrown, a character needs a supply of materials, the most obvious being a circlet, crown, or the pieces of the crown to be assembled. The cost of the materials is subsumed in the cost of creating the psicrown—375 gp x the level of the highest-level power x the level of the manifester, + 75% of the value of the next highest-level power (281.25 gp x the level of the power x the level of the manifester), + one-half of the value of any other powers (187.5 gp x the level of the power x the level of the manifester). Psicrowns are always created with full power points. Alternatively, if you want to have a higher manifester level in the psicrown, you must pay for the psicrown as if the highest-level power is one level higher for each additional two manifester levels you want. The creator must know the power or powers to be imprinted in the psicrown (or must have the power available in some other form). If any of the powers has an XP cost, the creator must provide XP equal to 50 x that cost. This expense is in addition to the experience point cost for making the psicrown itself. The act of working on a psicrown costs a number of power points per day equal to the cost of manifesting each of the powers associated with the psicrown once per day. 216 Crafting a psicrown requires one day for each 1,000 gp of the base price. Item Creation Feat Required: Craft Psicrown. Creating Psionic Tattoos The creator of a psionic tattoo must have a patch of uncovered skin free of hair and fur, and at least a few containers in which to mix dyes. In addition, he needs special materials, usually to create dyes. The costs for materials and dyes are subsumed in the cost for scribing the psionic tattoo— 25 gp x the level of the power x the level of the manifester. All ingredients and materials used to scribe a psionic tattoo must be fresh and unused. The character must pay the full cost for scribing each psionic tattoo. (Economies of scale do not apply.) The user of the psionic tattoo is both the manifester and the target; therefore, powers that target another creature cannot be stored in psionic tattoo form. Powers with a range of personal can be made into psionic tattoos, but they cost double the price of standard psionic tattoos. The creator must know the power to be placed in the psionic tattoo (or must have the power available in some other form). If manifesting the power would reduce the manifester’s XP total, he pays the XP cost upon beginning the scribing in addition to the experience point cost for making the psionic tattoo itself. The act of scribing triggers the power as if it had been manifested, costing the character an appropriate number of power points. Scribing a psionic tattoo requires one day. Item Creation Feat Required: Scribe Tattoo. Creating Universal Items To create a universal item, a character usually needs some sort of equipment or tools to work on the item. He also needs a supply of materials, the most obvious being the item itself or the pieces of the item to be assembled. The cost for the materials is subsumed in the cost for creating the item. Universal item costs are difficult to formularize. Refer to Table: Estimating Magic Item Gold Piece Values in the System Reference Document and use the given item prices as a guideline. Creating an item costs half the market value listed. If powers are involved in the prerequisites for making the item, the creator must know the power to be placed in the item (or must have the power available in some other form). Any experience point cost for a prerequisite power is not incurred by the creator of the item. The act of working on the item requires a payment of power points appropriate to the power or powers associated with the item during each day of the item’s creation. Crafting a universal item requires one day for each 1,000 gp of the base price. Item Creation Feat Required: Craft Universal Item. General Rules ▪ PSIONIC MONSTERS Chapter Eight: Psionic Monsters General Rules The following rules are specific to the creatures presented in this book. They describe the various subtypes that are applied to the creatures presented below, they detail the specifics of how psi-like abilities function, and they assist in learning to read the creature entries themselves. Subtypes Entropic The entropic subtype applies to creatures that can use entropic powers or abilities, or that have the ability to use an entropic focus (In other words, a creature with the entropic subtype either has one or more entropic feats, the ability to manifest entropic powers, one or more entropic abilities or an entropic focus ability.). Characters who have entropic feats or who can manifest entropic powers gain the entropic subtype. Traits: The entropic subtype simply identifies creatures that may be vulnerable to powers, spells, and effects targeting entropic creatures. It does not represent any specific benefits or drawbacks. Entropic Psionic Creatures An entropic creature that can manifest powers also automatically has the psionic subtype, detailed below. Psionic The psionic subtype applies to creatures that can use psionic powers or abilities or that have the ability to manifest powers. (In other words, a creature with the psionic subtype either has a power point reserve or has psi-like abilities.) It also applies to creatures from other sources that have spelllike abilities labeled as “psionics.” Characters that have levels in any class that grants the use of psionics, or who have psi-like abilities as racial traits, gain the psionic subtype. Traits: Other than the fact that all psionic creatures have psionic powers or psi-like abilities, psionic creatures have no specific traits. The psionic subtype simply identifies creatures that may be vulnerable to powers, spells, and effects targeting psionic creatures. Ssethric The Ssethric subtype is used solely to denote creatures that are associated with the Ssethregoran Empire, and its attendant history. Some creatures, such as Ssanu, have the Ssethric subtype because they were directly created by the Ssethregoran deities. Others, like the Folugub, have this subtype because they were created using Ssethregoran bio-technology. Traits: The Ssethric subtype simply identifies creatures that may be vulnerable to powers, spells and effects targeting Ssethric creatures. It does not represent any specific benefits or drawbacks. Ssethric Psionic Creatures A Ssethric creature that can manifest powers also automatically has the psionic subtype, detailed above. While such creatures are rare, they are not improbable or impossible creatures, and there are no special rules that must be considered. Tainted This subtype is particular to Arcanis and is used to identify creatures that have Infernal lineage or have been affected by Infernal corruption, but are not themselves full-fledged Infernals. For example, all dark-kin characters have the Tainted subtype. Some spells and effects (mostly those from the Legacy of Damnation book) target Tainted creatures specifically. All Infernal creatures (including Fiendish creatures) are considered to have the Tainted subtype, regardless of whether they are Extraplanar or Native. Tainted is not an aligned subtype; creatures with the Tainted subtype do not automatically have the Evil subtype, for example. Tainted does not automatically detect as evil; however, certain sells and effects specifically detect creatures with the Tainted subtype regardless of their alignment. The strength of a Tainted creature’s aura under such detection is based on its Hit Dice, using the core rules for detecting evil Outsiders with the detect evil spell. Traits: The tainted subtype simply identifies creatures that may be vulnerable to powers, spells and effects targeting tainted creatures. It does not represent any specific benefits or drawbacks. Tainted Psionic Creatures A tainted creature that can manifest powers also automatically has the psionic subtype, detailed above. While such creatures A psionic undead creature, although rare, is a force to be are rare, they are not improbable or impossible creatures, reckoned with. and there are no special rules that must be considered. Because undead are immune to mind-affecting effects (including charms and compulsions), they are particularly threatening to other psionic creatures and Psionic Powers characters (especially telepaths). Psionic undead creatures Creatures with psionic powers are similar to creatures with can use mind-affecting powers on the living, even though racial spellcasting ability. They have the ability to manifest they themselves are immune to such attacks. However, an powers just as a member of a psionic character class can undead creature may have the psionic subtype if it meets (and can activate psionic items accordingly). the criteria described above, and thus be vulnerable to non- Creatures with the ability to use powers are subject to the mind-affecting powers or effects that specifically affect same rules for manifesting powers that characters are, but they are not actually members of a class and do not gain any psionic creatures. Intelligent constructs and plants with psionic powers or psi- class abilities unless otherwise specified. Creatures with psionic powers generally emulate the like abilities also share this advantage. manifesting ability of a particular psionic class. When such a creature takes levels in that same class, it can stack its innate psionic powers and its class power progression together. Undead Psionic Creatures 217 PSIONIC MONSTERS ▪ General Rules 218 Creatures with psionic powers that take levels in described as psionics are considered to possess psi-like a class other than the one they emulate combine their two abilities, and they manifest their powers as described above. power point reserves into a single reserve, but they manifest Psionic Spells powers from each psionic class separately. In some cases, a creature’s psi-like abilities (or abilities listed under a creature’s psionics entry) may include an effect Psi-Like Abilities Most psionic monsters have some number of psi-like abilities. that does not duplicate any listed power. For such abilities, These are very similar to spell-like abilities. Naturally, they simply use the existing spell description. Treat the creature’s are psionic and work just like powers or spells. A creature manifester level as the caster level for the spell. The ability with psi-like abilities does not pay for these abilities with is still psionic in origin, so spells and powers that specifically power points and does not pay any XP cost associated with affect psionic powers can negate or reduce its effects as they would any other psionic power. manifesting the power the ability duplicates. Psi-like abilities do not work in a null psionics field and are subject to power resistance if the power or spell the Psionic Versions of Creatures ability duplicates would be subject to power resistance. A psi- Below are presented psionic versions of the following like ability usually has a limit on how often it can be used. A creatures: aboleth and couatl. These alternate versions are psi-like ability that can be used at will has no use limit. Using psionic equivalents of their standard counterparts. Only the portions of the monster entry that are a psi-like ability is a standard action unless noted otherwise, specifically changed by the addition of psionics rules have been and doing so while threatened provokes attacks of opportunity. listed. All other elements of the creature remain the same. It is possible to make a Concentration check to use a psi-like ability defensively and avoid provoking attacks of opportunity, just as when using a power or casting a spell. A psi-like ability Alignment-Based Spell-like Abilities can be interrupted just as a spell can. Psi-like abilities cannot Some creatures have spell-like abilities that used alignmentbased spells. In Living Arcanis the standard alignment-based be used to counterspell, nor can they be counterspelled. All creatures with psi-like abilities are assigned a spells are not used; instead new spells have been developed manifester level, which indicates how difficult it is to dispel for the world of Arcanis. These spells, and the rules that their psi-like effects and determines all level-dependent pertain to their use, are presented in Appendix I. While the variables (such as range or duration) the abilities might entries below still refer to the standard alignment-based have. When a creature uses a psi-like ability, the power is spells of the System Reference Document, all such entries are manifested as if the creature had spent a number of power marked with AB to remind the reader that these are alignmentpoints equal to its manifester level, which may augment based spells. In the Living Arcanis campaign, any entry that is the power to improve its damage or save DC. However, the creature does not actually spend power points for its psi-like marked with AB is replaced with the equivalent spell from abilities, even if it has a power point reserve due to racial Appendix I. abilities, class levels, or some other psionic ability. The DC of a saving throw (if applicable) against a creature’s psi-like ability is 10 + the level of the power Reading Psionic Creature Entries or spell the ability duplicates + the creature’s Cha modifier. Each of a creature’s psi-like abilities has a manifester level. Remember to check the power’s Augment entry to see if Each ability that allows a saving throw also gives a save DC the creature’s manifester level (and thus the effective power in parentheses following the power name. Powers that have increased effects due to point expenditure) increases the DC of the saving throw. Changes to the effect’s save DC, damage, and so on are noted augmentation include information about the effect. An asterisk indicates that the power has already been augmented in the psi-like ability entry. by the creature’s innate ability. Powers that can’t be augmented, or that are Psionic Focus manifested at their normal minimum level, do not contain Some creatures have feats that can be used only when the any special notations. Resolve the effect of manifesting creature is psionically focused, or that require the creature to expend its psionic focus. Assume that such a creature is the power without augmentation at the creature’s given manifester level. psionically focused before entering combat. Some creatures may have particular powers that are manifested at a higher or lower level than their normal Psi-Like Abilities and Feats manifester level. In such cases, the manifester level is given Creatures with access to psi-like abilities can use the feats in the parenthetical information following the power name. Empower Spell-Like Ability and Quicken Spell-Like Ability. These feats can only be used on psi-like abilities Creatures that do not have increased effects due to augmentation. Furthermore, the creature can empower a psi-like ability only The world of Arcanis has many diverse creatures. Presented with a level less than or equal to half of its manifester level below is a sample of the psionic foes that exist in Arcanis. (round down) minus 2, and can quicken a psi-like ability only Some of these foes are also Entropic creatures and are with a level less than or equal to half of its manifester level servants of the Silence. The entries for most of these creatures are presented (round down) minus 4. as excerpts from Darius Gracchi’s Journal of Extraordinary Travels. Darius Gracchi was a 7th-Century wanderer who Creatures with “Psionics” Entries Psionic monsters often possess spell-like abilities that are explored many distant areas of Onara before disappearing. identified as “psionics,” instead of “spell-like abilities.” For The only evidence that remains of his life is his journal, all intents and purposes, creatures with spell-like abilities discovered years after his passing in a remote cavern on the borders of the Blessed Lands. Aboleth ▪ PSIONIC MONSTERS Aboleth Dirigo 22, 587 I.C. We were crossing the Sea of Lanterns today when our craft was set upon by ravaging creatures, slick with mucus. While these creatures were not of particular threat to us, the horrific creature that rode below the waves was of significant danger. The fight against the creature was protracted, and very nearly deadly. Somehow it wrested control over my friend’s body, and took him below the waves. My friend, Polaik, was lost to us, even after we destroyed the creature. The aboleth is a revolting fishlike amphibian found primarily in subterranean lakes and rivers. An aboleth has a pink belly. Four pulsating blue-black orifices line the bottom of its body and secrete gray slime that smells like rancid grease. It uses its tail for propulsion in the water and drags itself along with its tentacles on land. An aboleth weighs about 6,500 pounds. An aboleth attacks by flailing with its long, slimy tentacles, though it prefers to fight from a distance using its illusion powers. Advancement: 9-16 HD (Huge); 17-24 HD (Gargantuan) Organization: Solitary, brood (2-4), or slaver brood Environment: Underground (1d3+1 plus 7-12 skum) Treasure: Double standard Aboleth CR: 7 LE Huge Aberration (Aquatic, Psionic) HD: 8d8+40 (89 hp) BAB: +6 Grapple: Space: +22 15 ft. Initiative: +1 Trip: Reach: +12 10 ft. Speed: 10 ft., swim 60 ft. Aura: -AC: 16 (-2 size, +1 Dex, +7 natural) Touch: 9 Flat-Footed: 15 Immunity: -DR: -Resistance: -PR: -Attack: Tentacle +12 melee (1d6+8 plus slime, 20/x2) Attack: 4 tentacles +12 melee (1d6+8 plus slime, 20/x2) SA: Psi-like Abilities, slime Saves: Fort +7 Ref +3 Will +11 Abilities: Str 26 (+8) Dex 12 (+1) Con 20 (+5) Int 15 (+2) Wis 17 (+3) Cha 17 (+3) Languages: Unknown (unique language to the Aboleths) SQ: Aquatic subtype, mucus cloud Senses: Darkvision 60 ft. Skills: Concentration +16, Knowledge (any one) +13, Listen +16, Spot +16, Swim +8 Feats: Alertness, Combat Manifestation, Iron Will Psi-Like Abilities: At will—disable (30-ft. cone, 12 HD, DC 20*), false sensory input (five targets, DC 16*), mental disruption (20-ft. radius, DC 18*), mindlink (unwilling, nine targets, DC 14*); 3/day—ego whip (ML 9th, 1d6+5, DC 17*), id insinuation (ML 7th, three targets, DC 17*), psionic dominate (any target, 24 hours, DC 20*), thought shield (power resistance 21, 3 rounds*); 1/day—psionic modify memory (DC 17), remote viewing (DC 17), wall of ectoplasm (DC 17). Manifester level 13th. The save DCs are Charisma-based. *Includes augmentation for the aboleth’s manifester level. Slime (Ex): A blow from an aboleth’s tentacle can cause a terrible affliction. A creature hit by a tentacle must succeed on a DC 19 Fortitude save or begin to transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. An afflicted creature must remain moistened with cool, fresh water or take 1d12 points of damage every 10 minutes. The slime reduces the creature’s natural armor bonus by 1 (but never to less than 0). The save DC is Constitution-based. A remove disease spell cast before the transformation is complete will restore an afflicted creature to normal. Afterward, however, only a heal or mass heal spell can reverse the affliction. Mucus Cloud (Ex): An aboleth underwater surrounds itself with a viscous cloud of mucus roughly 1 foot thick. Any creature coming into contact with and inhaling this substance must succeed on a DC 19 Fortitude save or lose the ability to breathe air for the next 3 hours. An affected creature suffocates in 2d6 minutes if removed from the water. Renewed contact with the mucus cloud and failing another Fortitude save continues the effect for another 3 hours. The save DC is Constitution-based. Skills: An aboleth has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. 219 PSIONIC MONSTERS ▪ Astral Construct Astral Construct Astral constructs are brought into being by the metacreativity power astral construct. They are formed from raw ectoplasm (a portion of the astral medium drawn into the Material Plane). The power points spent by the construct’s creator during the manifestation of the power determine the level of the astral construct created. However, even astral constructs of the same level vary somewhat from each other, depending on the whims of their creators. Astral constructs act as directed by their creators. As a free action, a construct’s manifester can direct the construct to attack particular enemies, use specific tactics or powers, perform other actions, or do nothing at all. The construct does exactly what its creator directs it to do. An astral construct generally appears as an animate clump of ectoplasm with a vaguely humanoid shape, but the manifester can mold or sculpt one according to his or her whim within the limits imposed by the creature’s size. The quality of such “construct sculpture” is determined by a Craft (sculpting) check. A result of 10 to 19 creates a creature that is recognizably similar to the desired creature shape; a result of 20 to 29 creates a construct that looks like an accurate portrayal of that creature type; a result of 30 or higher creates a construct that looks like a specific individual. No matter how high the Craft (sculpting) check result, though, an astral construct’s appearance can’t hide the otherworldly material from which it is formed. Construct Traits: An astral construct has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired. Special Abilities: Every time an astral construct is created, the manifester can choose to apply one special ability to the construct. When the manifester begins to manifest the astral construct power, he chooses one or more special abilities from a menu of abilities appropriate to that level of astral construct. Advancement: -Environment: Any Organization: Solitary Treasure: None Creating an Astral Construct When manifesting the astral construct power, the manifester assembles the desired creature from a menu of choices, as specified in the construct’s statistics block. A manifester can always substitute two choices from a lesser menu for one of its given abilities. Multiple selections of the same menu choice do not stack unless the ability specifically notes that stacking is allowed. Some menu choices grant an astral construct the ability to manifest specific powers as psi-like abilities. Unless using the ability is a free action, an astral construct manifesting such a power does so as a standard action that provokes attacks of opportunity. All such powers have a manifester level equal to the astral construct’s Hit Dice or the creator’s manifester level, whichever is lower. An astral construct does not need to meet the prerequisites for a feat granted by a menu choice. 220 Astral Construct Menu A A manifester creating a 1st-level, 2nd-level, or 3rd-level astral construct can choose one special ability from this menu. Buff (Ex): The astral construct gains an extra 5 hit points. Celerity (Ex): The astral construct’s land speed is increased by 10 feet. Cleave (Ex): The astral construct gains the Cleave feat. Deflection (Ex): The astral construct gains a +1 deflection bonus to Armor Class. Fly (Ex): The astral construct has physical wings and a fly speed of 20 feet (average). Improved Bull Rush (Ex): The astral construct gains the Improved Bull Rush feat. Improved Slam Attack (Ex): The astral construct gains the Improved Natural Attack feat. Mobility (Ex): The astral construct gains the Mobility feat. Power Attack (Ex): The astral construct gains the Power Attack feat. Resistance (Ex): Choose one of the following energy types: fire, cold, acid, electricity, or sonic. The astral construct gains resistance 5 against that energy type. Swim (Ex): The astral construct is streamlined and shark like, and gains a swim speed of 30 feet. Trip (Ex): If the astral construct hits with a slam attack, it can attempt to trip the opponent as a free action without making a touch attack or provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the astral construct. Astral Construct Menu B A manifester creating a 4th-level, 5th-level, or 6th-level astral construct can choose one special ability from this menu. Alternatively, the construct can have two special abilities from Menu A. Energy Touch (Ex): The astral construct deals an extra 1d4 points of damage of an energy type you choose (fire, cold, acid, or electricity) when you manifest the construct. Extra Attack: If the astral construct is Medium or smaller, it gains two slam attacks instead of one when it makes a full attack. Its bonus on damage rolls for each attack is equal to its Strength modifier, not its Strength modifier x 1-1/2. If the astral construct is Large or larger, it gains three slams instead of two when it makes a full attack. Its attacks are otherwise unchanged. Fast Healing (Ex): The astral construct heals 2 hit points each round. It is still immediately destroyed when it reaches 0 hit points. Heavy Deflection (Ex): The astral construct gains a +4 deflection bonus to Armor Class. Improved Buff (Ex): The astral construct gains an extra 15 hit points. Improved Critical (Ex): The astral construct gains the Improved Critical feat with its slam attacks. Improved Damage Reduction (Ex): The astral construct’s surface forms a hard carapace and provides an additional 3 points of damage reduction (or damage reduction 3/magic if it does not already have damage reduction). Improved Fly (Ex): The astral construct has physical wings and a fly speed of 40 feet (average). Improved Grab (Ex): To use this ability, the construct must hit with its slam attack. A construct can use this ability only on a target that is at least one size smaller than itself. Astral Construct ▪ PSIONIC MONSTERS Astral Construct (1st-Level) N Small Construct HD: 1d10+10 (20 hp) BAB: +0 Grapple: Space: -2 Initiative: +2 Trip: Reach: +2 Speed: 30 ft. Aura: AC: 18 (+1 size, +2 Dex, +5 natural) Touch: 13 Flat-Footed: 16 Immunity: -DR: Resistance: -PR: Attack: Slam +3 melee (1d4+2, 20/x2) SA: -Saves: Fort +0 Ref +2 Will Abilities: Str 15 (+2) Dex 15 (+2) Con Int --Wis 11 Cha Languages: -SQ: Construct traits, one ability from Menu A Senses: Darkvision 60 ft., low-light vision Skills: -Feats: -- CR: ½ 5 ft. 5 ft. -- damage equal to 1d8 + its Str modifier. The target can attempt a Reflex save (DC 10 + 1/2 astral construct’s Hit Dice + astral construct’s Str modifier) to negate the damage, or it can instead choose to make an attack of opportunity at a –4 penalty. Astral Construct Menu C A manifester creating a 7th-level, 8th-level, or 9th-level astral construct can choose one special ability from this menu. Alternatively, the astral construct can have two special abilities +0 from Menu B. (One or both of the Menu B choices can be swapped for -two choices from Menu A.) 10 Blindsight (Ex): The astral construct has blindsight out to 60 feet. Concussion (Ps): The astral construct can manifest concussion blast (manifester level 7th) as a free action once per round. nd Astral Construct (2 -Level) CR: 1 Constrict (Ex): The astral construct has the improved grab ability with N Medium Construct its slam attack. In addition, on a HD: 2d10+20 (40 hp) successful grapple check, the astral construct deals damage equal to its BAB: Grapple: Space: +1 +4 5 ft. slam damage. Initiative: Trip: Reach: +2 +3 5 ft. Dimension Slide (Ps): The astral Speed: Aura: 40 ft. -construct can manifest dimension slide AC: 18 (+2 Dex, +6 natural) (manifester level equal to Hit Dice) as Touch: Flat-Footed: 12 16 a move action once per round. Immunity: -DR: -Energy Bolt (Ps): The astral construct Resistance: -PR: -can manifest energy bolt (manifester level 8th) as a standard action once per Attack: Slam +4 melee (1d6+3, 20/x2) round. The creator sets the energy type SA: -that the astral construct can manifest Saves: Fort +0 Ref +2 Will +0 Abilities: Str 17 (+3) Dex 15 (+2) Con --- when he creates it. Extra Buff (Ex): The astral construct Int --Wis 11 Cha 10 gains an extra 30 hit points. Languages: -Extreme Damage Reduction (Ex): SQ: Construct traits, one ability from Menu A The astral construct’s surface forms hard, armor-like plates and provides Senses: Darkvision 60 ft., low-light vision an additional 6 points of damage Skills: -reduction. Feats: -Extreme Deflection (Ex): The astral construct gains a +8 deflection bonus Improved Swim: The astral construct is streamlined and to Armor Class. shark-like, and gains a swim speed of 60 feet. Muscle (Ex): The astral construct gains a +4 bonus to its Natural Invisibility (Su): The astral construct is constantly invisible, even when attacking. This ability is inherent and Strength score. Poison Touch (Ex): If the astral construct hits with a not subject to the invisibility purge spell. melee attack, the target must make an initial Fortitude save Power Resistance (Ex): The astral construct gains power (DC 10 + 1/2 astral construct’s HD + astral construct’s resistance equal to 10 + its Hit Dice. Cha modifier) or take 1 point of Constitution damage. One Rend (Ex): The astral construct makes claw attacks instead minute later, the target must save again or take 1d2 points of slam attacks (